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Re: POPULACE or 3DGS? [Re: MadMark] #104836
01/31/07 04:53
01/31/07 04:53
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
Quote:

Oh man, you got me all fired up here, now. I've downloaded the SpaceFlag demo, and will be checking it out on the weekend (if the wife let's me). The price is right if it works as advertised. You are sure to sell volume at $50 a "PoP".

Cheers!
Mark




hey madmark
the spaceflag isnt the best way to demonstrate populace.
the code looks like its have been written for the 3DGS multiplayer engine and just converted to populace.
the game doesnt work.
i think I will have my bomberman game ready to test at friday.
that will be a better reference

Re: POPULACE or 3DGS? [Re: Samb] #104837
02/01/07 01:23
02/01/07 01:23
Joined: Aug 2002
Posts: 572
Toronto
MadMark Offline
User
MadMark  Offline
User

Joined: Aug 2002
Posts: 572
Toronto
NUTZ! I'm still poking around at my own spacer, and although it's FPS, I was hoping to see some relevance. I will look for your Bomberman then, and learn wherever I find knowledge. Multi-Player has been just a far off aspiration as I am but a budding scripter in a field full of blooming programmers...

Thanks samb, etal.
Mark


People who live in glass houses shouldn't vacuum naked.
Re: POPULACE or 3DGS? [Re: Locoweed] #104838
02/05/07 02:24
02/05/07 02:24
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Hello Locoweed,

Really liked going trough the previous MP tutorial for GameStudio made by you and also reading the experiences from Ulf on this forum in the past. I don't make anything commercial. Just like to play with sth as an hobby, therefore I can't afford to buy GameStudio Professional for some extra MP features. However, when you finish the tutorials I intent to purchase Populace!

The reason I don't want to buy it right now is because of missing a good tutorial. Yes I know there are Populace Help, an extensive Populace API (ecg_mulitplay_wdl) and sample c-script file. (mPlay_sample_wdl). Plus sample game Space Flag available. Still, i'd like to learn things step by step from scratch. The way you explain things.

Thanks.

Dusty


smile
Re: POPULACE or 3DGS? [Re: D3D] #104839
02/13/07 12:42
02/13/07 12:42
Joined: Aug 2004
Posts: 74
E
East_Coast_Games Offline
Junior Member
East_Coast_Games  Offline
Junior Member
E

Joined: Aug 2004
Posts: 74
Dusty - No problem or explaination necessary. We appreicate your interest.

Last edited by East_Coast_Games; 02/13/07 12:43.

East Coast Games

Introducing Populace:
www.ecgames.com/products
Re: POPULACE or 3DGS? [Re: East_Coast_Games] #104840
02/19/07 14:55
02/19/07 14:55
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
East_Coast_games, 2 things.
1) MP_EntityCreate is slow. So what I'm looking for is a way to update my rockets/missiles some other way. Basically, I want to use ent_create and that way create the missile on every client. Then I want the missiles on each computer to move the same way.
I would use MP_EntityCreate, but it lags every time I do, and It's really annoying if the game stops for .25 of a second every time you shoot.
Any ideas? How could I use the normal ent_create and still update the entity?
Or would MP_TrackDefaults be enough? Would that work if I just create the entity on one client using ent_create?

2) When you join a game, and the IP address is wrong, it freezes. It would be good if you could at least exit the game or something...hmm...

Thanks,
Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: POPULACE or 3DGS? [Re: Germanunkol] #104841
02/19/07 18:08
02/19/07 18:08
Joined: May 2004
Posts: 164
Germany
D
DARKLORD Offline
Member
DARKLORD  Offline
Member
D

Joined: May 2004
Posts: 164
Germany
Maybe you can create some missles before game really starts, move them to an hidden place and then just change their position if you need them.

Re: POPULACE or 3DGS? [Re: DARKLORD] #104842
02/19/07 19:20
02/19/07 19:20
Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Ran Man Offline
Expert
Ran Man  Offline
Expert

Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Yes, make a lot of missiles at 0.5 seconds after the level loads with ent_createlocal, and put them at a Z height of -70000 or some out of the way place, then make them appear when needed.

Anyways, I hope the new tutorials will include both multiplayer LAN and also multiplayer INTERNET ? Yes?
It sounds like a very nice product and I will need multiplayer in my game.


Cougar Interactive

www.zoorace.com
Re: POPULACE or 3DGS? [Re: Ran Man] #104843
02/19/07 22:19
02/19/07 22:19
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Very good suggestion, and I thought about using that method at first. Then it turned out we'll have so many missiles this might not work out.
The problem is:
Every player can buy his missiles, his ammo. That means every time he buys ammo the game would have to freeze.
I guess I could use this method, but I really would prefer another one...
thx though!


~"I never let school interfere with my education"~
-Mark Twain
Re: POPULACE or 3DGS? [Re: Germanunkol] #104844
02/19/07 23:43
02/19/07 23:43
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Don't delete missiles that exploded, just replace them again, i don't know how many players are in your game, but perhaps 'pre creating' 100 missiles would do the trick?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: POPULACE or 3DGS? [Re: PHeMoX] #104845
02/20/07 08:21
02/20/07 08:21
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Well, the goal is 16 players. (including AI, if I get it done...)
You have different types of rockets: a single rocket, or you can shoot 3 or maybe even 5 at the same time. You'll have a max of probably 20 rockets...
But since you have "reload" times in there, and you can only shoot the next rocket after about 4 secs (or even less), you can still shoot all 20 rockets before the first one explodes, 3*7 = 21, so you'd have to shoot 7 times to shoot all rockets, 7*4seconds = 28, and it takes about 40 secs for a rocket to run out of fuel and explode.
that means I could have a max of 20 rockets in the game from just one player. 20*16 is 320 rockets.
Additional to that I need the lasers + the mines (the latter don't get removed after some time)...
so it would be a lot of entities that I'd have to create. And I'd rather have more rockets than I just mentioned, not less...

I'll fiddle around with this: you create the rocket using ent_create and assign an index number to it. Then you send a command to all other players and they create a rocket with the same index number. then you can update the rocket's angle, speed vector, and position every view frames...

Not the best method, but I'll try it anyways...

Thanks!
Micha


~"I never let school interfere with my education"~
-Mark Twain
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