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multiplayer problem #706
03/02/01 08:02
03/02/01 08:02

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Anonymous OP
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... I've tried to establish a communication beetween client and server in a multiplayer game,
but it doesn't work as expected:
"PutClientCon" is called on the client after:
"load_level ...; wait 1; While (Connection == 0) { Wait 1; }".

ACTION PutClientCon { //client side created entity:
Create <empty.BMP>, entityPos, ClientCommunicator ;
ClientComSyn = You;
while ("---the play goes on---"){
if ("---it's my turn---"){
sendClientCon();//sending "ClientComSyn.skills" to the server
//these are set by user input on the client
}
wait 1;
}
}


ACTION ClientCommunicator {//running on the server:
Client1 = me; // presumably never performed ???! why?????????????
while ("---the play goes on---"){
if ("---it's my turn---"){
setClientCon();// reaching "my.skills" to global variables on the server
}
wait 1;
}
}
... now a following "SEND Client1.skillxxx " on the server provocates an "empty synonym" message
- it seems as if "Client1" is unknown ...
... but I don't see, what's wrong with my code ...

--------------------I can't get no ... client in action----------------------------------

[This message has been edited by theBearN'ulien[ruhr-IT] (edited 02 March 2001).]


Re: multiplayer problem #707
03/07/01 06:10
03/07/01 06:10

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it's still the same old story...
... but nobody seems to care

Re: multiplayer problem #708
03/07/01 11:48
03/07/01 11:48

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I don't have the professional version, but I see the SEND command in the standard scripts and the office.wdl is supposed to work in multiplayer mode. Perhaps you can see there how they did it.

Re: multiplayer problem #709
03/08/01 05:55
03/08/01 05:55
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
Try setting ME = Client1 and then calling "send(MY.skillxxx)".


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Re: multiplayer problem #710
03/09/01 08:32
03/09/01 08:32

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Yeah, same here. I'm still waiting on Dougs multi-user manual and workshop. There simply isnt much multiuser info out there for us professional owners, and one would think that for us that paid the most money there would be a good deal of literature for us.

Re: multiplayer problem #711
03/09/01 00:08
03/09/01 00:08

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I found out that the clients are not automatically called client1, client2... int eh order they joined.

do a test with the office level... you'll get a message like "client18264 joined" or so...

I would use IFDEF SERVER; and IFDEF CLIENT;

that worked at least a bit but nevertheless A4/5 Networks seems to get out of sync. At least I was not able to implement network play for 4LW. Acotrs and so on moved, everything was fine on the server... but the clients got a messed picture... objects being removed were shown for a longer time on the client... some entites were not set to invieible again, other entities simply had wrong colors... as Kevin Ross told me he has/had similar problems...


Re: multiplayer problem #712
03/09/01 08:09
03/09/01 08:09

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Hey Doug , Firoball and Groone !
I tried following code, but it doesn't work:

if (Clientx){
breakpoint;// it never comes to this point
me = Clientx;
Clientx.skillxxx = yyy;
SEND my.skillxxx ;
}

The "Create <empty.BMP>, entityPos, ClientCommunicator ;" is definitly called, but the Action "ClientCommunicator" is not running (tested per breakpoint).
Nevertheless some other entity is successfully created by the client later on.

... the client-server communication must be very troubled ...

[This message has been edited by theBearN'ulien[ruhr-IT] (edited 09 March 2001).]

[This message has been edited by theBearN'ulien[ruhr-IT] (edited 09 March 2001).]


Re: multiplayer problem #713
03/09/01 08:42
03/09/01 08:42

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Each client appears on the server under his player name. If no player name is given, a random name, like "client12345", is created.

I do not know of any problems with the multiplayer mode, so maybe your code is wrong. If you create an entity, it will only appear on the server when the client was connected to that server before. So creating entities just at game start won't work.

The office level is a basic multiplayer level to which an arbitrary number of clients can join. You can just take it as a template for your multiplayer game. As you see, only a few lines of WDL code are different between single and multi player mode.


Re: multiplayer problem #714
03/10/01 21:42
03/10/01 21:42

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Office doesn't work either!

one pc did not recieve messages, the other one recieved wverything 4 times. and after a while one of the palyers wasnot visible anymore on the other pc.

I used the previous beta with unmodified office scripts for testing.


The entities were created properly, and scripts were working... but as I said... when removing an entity on the server... it's still shown on the client... and removed later (10 seconds or so)

And it's definately not my network, because it works perfectly with all other games I've ever played.


Re: multiplayer problem #715
03/10/01 22:40
03/10/01 22:40
Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
J
James Snydstrup Offline
Senior Expert
James Snydstrup  Offline
Senior Expert
J

Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
Firo:

These are the problems I have noticed with multiplay and the office demo.

Sending messages back and forth does not work. That is by useing F4 I think.

Whoever presses the space bar dissapears from the other persons view. Though they are still there for collision purposes.

This is all with the default templates with no modifications. I assume either the default templates are screwed up or it is an engine problem.


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