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Re: A real Networksolution for GS A6/A7 [Re: FlorianP] #232765
10/23/08 18:35
10/23/08 18:35
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
When would you offer this extension? Need it within the next week wink

Re: A real Networksolution for GS A6/A7 [Re: PadMalcom] #232773
10/23/08 19:03
10/23/08 19:03
Joined: Jan 2006
Posts: 29
O
oriongu Offline
Newbie
oriongu  Offline
Newbie
O

Joined: Jan 2006
Posts: 29
I'm so frustrated with gs multi, i'd pay 20 bucks for a working solution with great pleasure smile

Re: A real Networksolution for GS A6/A7 [Re: FlorianP] #232834
10/24/08 11:45
10/24/08 11:45
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Quote:
What about when we publish the game, wont it need the dll to be distributed with the game for those functions to work? Will we be able to distribute the dll with our commercial games for them to work with it?


You always need the dll, also in the final game! What I ment was that you aren't allowed to distribute the dll itslef.

Quote:
The functions are prettty self-explanitory, but if you could post the commented lines in english so I can know all the details, I would be very gratefull (and by the looks of it I would probably be even more interested after reading those descriptions, if it is possible to be more interested).


I currently don't have the time to translate the documentation I posted. But the final documentation will be in english and german (it will be a compiled html helpfile, like the gs manual).

Quote:
Will there be conections by sockets? What is the limit of number of connections? Can the server handle client crashes automatically, or other types of unexpected disconnections? (Timeouts?).


Of course enet uses Sockets. You can set the connection limit when you create a server (enet_init_server). But there will be a limit in the standard version (maybe 16 or 32) and in the pro version it will be unlimited.
Yes it uses timeouts! Currently you aren't able to set them up, but I'll try to implent this too!

Quote:
Can you send multidimentional arrays or structs?


You can do this already with some tricks. But a real implementation was not done until now.

Quote:
Also it would be great if the server could work without having to actually load a level, that would be a great feature so the server we program using your plugin could handle multiple maps. (multi-zone support?). Is this feature planned?


The plugin won't make use of any directX function if you only run a server (also no level_load, ...) and yes multi-zone is planned for the pro version!

Quote:
A lobby system to search for online game sessions to join and chat before you start to play a level would be great.


Planned for Pro!

Quote:
Is late-join support implemented (when a game is already in progress)?


Yes you can do this! But this has nothing to do with the plugin, but how you program your game wink

Quote:
-chat being dealt with easily through a function instead of having to make one yourself like: chat_send(player, STRING*) or chat_send(all, STRING*), etc...
-some automated functions for "teams" support like: add_to_team(player_id, team_id), chat_send(team_id, STRING*), send_pos(player_pos, team_id), etc...


This can easily be done with the implented event system! I will make some examples how easy you can make a chat, teamchat... with the event system!

I don't want to let the plugin "explode" because of ton's of special features wich are only interesting for some people. Instead I want to create a perfect working and flexible basic system, which can be easily used for all situation which come with mp programming wink

Quote:
I can do 4 without a plugin, so how do I know that I am not just using the built-in comm package? Brings me no value or demonstrates much of an improvement


^^ You can trust me, I'm using enet not the gs dplay. But if you don't trust me, you can easily test this: Just use a version which don't supports mp (like extra, or lite-c) and you will see, that you still can make use of all pluginfunctions wink
I'm still thinking about the connection limits...

Quote:
I would buy it if it's possible to send huge data packes(~10-20kb) without any variable correlation at once.


Why do you want to send so big packets? The only thing I can imagin why you need this is for sending files. There will be a function for sending files in the pro version!

Quote:
So if i want to send 5 Bytes - there should go 5 Bytes out the same with 5000 byte. Of course there have to be some adressing-header data but I don't want e.g. var_for_name-thing


If you use enet_send_var,_string,_array,... then the name of the variable always will be sent => long name, much more bytes to send. The only thing to avoid this is to implent a function where you can regist a var, array,... so that they get a unique number => only 1-max.4 byte (dependes on how much you regist). I probably will implent this (but other features are currently more important because this is no real problem;the traffic is still low wink ).

I hope that I have answered all your questions!

Dark_Samurai


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: A real Networksolution for GS A6/A7 [Re: FlorianP] #232838
10/24/08 13:40
10/24/08 13:40
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
wird es auch sowas wie send_unreliable geben?
weil dass ist für die array teile die ich senden werde sehr wichtig.


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: A real Networksolution for GS A6/A7 [Re: Dark_samurai] #232842
10/24/08 14:02
10/24/08 14:02
Joined: Oct 2008
Posts: 513
Carlos3DGS Offline
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Carlos3DGS  Offline
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Joined: Oct 2008
Posts: 513
Before I was very interested, and now I am even more!
Your answers have gotten me decided to go for the pro version for sure!

Another question has come to my head, after you finish this great plugin, will you still support it? Like mabe making some walkthroughs or tutorials with examples? And keep updating the plugin when a newer version of GS comes out?
Also: Is this compatible with C-Script or Lite-C?
If it is C-Script... Is there a Lite-C version planned?


"The more you know, the more you realize how little you know..."

I <3 HORUS
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=401929&page=1
Re: A real Networksolution for GS A6/A7 [Re: Carlos3DGS] #232849
10/24/08 15:20
10/24/08 15:20
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Quote:
wird es auch sowas wie send_unreliable geben?


Currently not implented but planned!

Quote:
Another question has come to my head, after you finish this great plugin, will you still support it? Like mabe making some walkthroughs or tutorials with examples? And keep updating the plugin when a newer version of GS comes out?
Also: Is this compatible with C-Script or Lite-C?
If it is C-Script... Is there a Lite-C version planned?


Yes I will give support, here (gs forum) and on my own side (comming soon). And yes I'm planning to release tutorials with working examples.
Yes there will be free updates if a new GS version comes out.
It's compatible with lite-c AND c-script (still not tested but it should work wink ).

The release of the demo/free version comes closer! I finished a major change in the sending architecture and now I'm working on the final entitysystem (which won't require DX-function (like level_load) if you run in server-only-mode).

Dark_Samurai


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: A real Networksolution for GS A6/A7 [Re: Dark_samurai] #232854
10/24/08 15:35
10/24/08 15:35
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
Expert
WretchedSid  Offline
Expert

Joined: Apr 2007
Posts: 3,751
Canada
Bin auch dabei, solange es denn bezahlbar bleibt. Mit wie viel muss man denn ungefähr rechnen?


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: A real Networksolution for GS A6/A7 [Re: WretchedSid] #232857
10/24/08 15:49
10/24/08 15:49
Joined: Apr 2008
Posts: 650
Sajeth Offline
User
Sajeth  Offline
User

Joined: Apr 2008
Posts: 650
Andere Idee: Wir zwingen Conitec dazu, dich zu bezahlen, damit das Ding dann in das original-GStudio integriert wird.


Teleschrott-Fan.
Re: A real Networksolution for GS A6/A7 [Re: Sajeth] #232863
10/24/08 16:16
10/24/08 16:16
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline OP
Serious User
Dark_samurai  Offline OP
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
Quote:
Andere Idee: Wir zwingen Conitec dazu, dich zu bezahlen, damit das Ding dann in das original-GStudio integriert wird.


^^
Es ist immer schwieriger für andere zu arbeiten als für sich selbst... Ich würde nicht wollen bzw. habe auch gar nicht die Zeit dazu, dass ich für Conitec arbeite wink

Quote:
Bin auch dabei, solange es denn bezahlbar bleibt. Mit wie viel muss man denn ungefähr rechnen?


The prices aren't offical but standart will be around 20€ and pro around 50€ (all prices +- 5-10€). But this dependes on the difficulty of the new features wink

Dark_Samurai


ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)!
get free version
Re: A real Networksolution for GS A6/A7 [Re: Dark_samurai] #232873
10/24/08 17:01
10/24/08 17:01
Joined: Mar 2002
Posts: 1,774
Magdeburg
F
FlorianP Offline
Serious User
FlorianP  Offline
Serious User
F

Joined: Mar 2002
Posts: 1,774
Magdeburg
Quote:

Quote:
I would buy it if it's possible to send huge data packes(~10-20kb) without any variable correlation at once.


Why do you want to send so big packets? The only thing I can imagin why you need this is for sending files. There will be a function for sending files in the pro version!

Quote:
So if i want to send 5 Bytes - there should go 5 Bytes out the same with 5000 byte. Of course there have to be some adressing-header data but I don't want e.g. var_for_name-thing


If you use enet_send_var,_string,_array,... then the name of the variable always will be sent => long name, much more bytes to send. The only thing to avoid this is to implent a function where you can regist a var, array,... so that they get a unique number => only 1-max.4 byte (dependes on how much you regist). I probably will implent this (but other features are currently more important because this is no real problem;the traffic is still low wink ).


Lass es mich anders ausdrücken - ich möchte Pakete senden, die eine Größe von 1024 Byte überschreiten und somit normalerweise von fast allen firewalls geblockt werden würden - sprich: das Packet soll aufgesplittet, eizeln gesendet und in einem Stück zusammengesetzt rauskommen.
Was irgendwelche send_var funktionen mitsenden um Variablennamen zu übergeben ist mir egal - mir ist sowieso unverständlich warum man mit sowas traffic verschwendet.
Mich interessiert nur, ob das möglich sein wird - andernfalls ist das plug-in für mich nutzlos.


Last edited by FlorianP; 10/24/08 17:09.

I <3 LINQ
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