Program Announcements / Tempest - A peer-to-peer UDP multiplayer plugin - Free release |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
This software is no longer available. Consider using Multisync instead. News 8/May/2006 - 1.1.2 released. Change log: + Code Snippet 3/April/2006 - Tempest is now compatible with DBC. For the most part it works, although I seem to get crashes when doing certain things(although the things I am doing are not things you would normally do with it). I have reuploaded the RAR to the same place, see below for the link. ---------------------------------------------------------------- After almost a year of on-and-off development(and still developing) I have decided to release this. I created this plugin to allow speedy transfer of data between players, making it most useful for faster paced games. The two most important factors in this are the fact that it uses the peer-to-peer network model, and the low-overhead UDP protocol. I took into account the fact that UDP isn't a reliable protocol and I coded a guarantee system to ensure that messages would get to their destination(this can be used by specifying a flag when sending a message). Features * Reliable UDP * Supports up to 64 players * Easy message construction - most standard data types supported * Uses a global player ID system * Message IDs supported * Allows retrieval of player addresses Function List + Code Snippet This software is no longer available. |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
Wow, generous ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
WoW thanks ben |
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SageTech
User Joined: Fri Dec 3rd 2004 Location: Orlando, Florida |
Benjamin, i can not thank you enough, ive been waiting so long for this plugin, and was just looking at using directplay when i came to this page. Since it has all the function equivilents of what i use in my current engine using direct play, i can transfer it easily. Thank you, and when you release the new version i fully intend to buy it if it costs money. If you're so smart, why are you reading my post? ![]() |
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Megaton Cat
User Joined: Sun Aug 24th 2003 Location: Toronto, Canada |
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Sergey K
User ![]() Joined: Sun Jan 4th 2004 Location: Cyberspace |
Quote: "WoW thanks ben so much for gogetax saying it would cost
actually, he decided to release a free version of it (not full version though) because he started the development long time ago, and he already wants that people will use it" |
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Torrey
User Joined: Fri Aug 20th 2004 Location: Ohio |
This is an excellent plugin, I've heard great things about it from the Blackout project. Your knowledge of networking really shows with the design used to benefit users. |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
We need a board dedicated to ben |
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blanky
User ![]() Joined: Tue Aug 3rd 2004 Location: ./ |
I've been using this for a while, and I can safely say that no other multiplayer plugin can rival it. It actually contains more commands than just send & receive (shock horror), automatically keeps track & pings other players in sessions and all of that other goode stuffe. (The 'Reliable UDP' is more useful than you can imagine... Because it can be switched on and off for each piece of data you send, you could (for example) send player positions as fast, unreliable, but bullet shots as reliable.) Oh yeah, and it actually works. I give Benjamin brownie points for that. ... installing gentoo ... |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
Edit: Routers blocked it |
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Mnemonix
User ![]() Joined: Mon Dec 2nd 2002 Location: Skaro |
Let me see ur networking plugin U dont have it Sorry U need to go download internet factory then It should do it for you and Benjamin oops its TempestDude. Very good plugin benjamin(probably, as I have not tried it yet) WE SHALL BECOME ALL POWERFUL! CRUSH THE LESSER RACES! CONQUER THE GALAXY! UNIMAGINABLE POWER! UNLIMITED RICE PUDDING ! ! ! ETC. ! ! ! ETC.! ! ! |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
Thank you all for the kind comments. Quote: "so much for gogetax saying it would cost"
It was originally going to be soley a commercial product, but I decided more recently to release a free version aswell.Quote: "Edit:
Huh? Do you mean your firewall? Or are you trying to connect with someone else and your router isn't properly configured for it?Routers blocked it" Tempest - P2P UDP Multiplayer Plugin (DBP/DBCe) Download the free version |
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The admiral
User Joined: Thu Aug 29th 2002 Location: Cyberspace |
Wow thanks very generous I could use this for my fps. The admiral |
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Lukas W
User ![]() Joined: Fri Sep 5th 2003 Location: Norway |
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Baggers
User ![]() Joined: Mon May 31st 2004 Location: Yonder over dem dere hills |
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Hamish McHaggis
User ![]() Joined: Fri Dec 13th 2002 Location: Modgnik Detinu |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
Quote: "Huh? Do you mean your firewall? Or are you trying to connect with someone else and your router isn't properly configured for it?"
Happens with my other games sometimes it says bad proxy config on tm sunrise |
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SageTech
User Joined: Fri Dec 3rd 2004 Location: Orlando, Florida |
ben, I seemed to have encountered an error, im sure its due to my fualty coding, but could you explain exactly what this error log seems to be reporting, and perhaps what could have cuased it? + Code Snippet If you're so smart, why are you reading my post? ![]() |
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Turoid
User Joined: Sat Nov 1st 2003 Location: The Netherlands |
Ben, just a small question. Does the client also have to open his ports on his router/firewall? Thanks! I am awesome and always right. |
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blanky
User ![]() Joined: Tue Aug 3rd 2004 Location: ./ |
@sage tech administrator: Recv. error 10054 means that the Winsock socket had a timeout. During initial testing, I had this error several times... although (unfortunately) me & benjamin talk an awful lot, and I can't find the MSN log archive. I'll get back to you on that. (Out of interest, try making sure that you are hosting on 127.0.0.1 and trying to connect to 127.0.0.1. Also make sure that your server settings are in reasonable bounds (i.e. not 128 players, that just stops ANY players from connecting)). etc Seeing your connection code would be lubbly too. ... installing gentoo ... |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Barnski
User Joined: Thu Jan 26th 2006 Location: Switzerland, Zurich |
10054 means "connection reset by peer" it can happen for example if you send a UDP message to a destination where no one is receiving it (e.g. the partner closed its socket / or hasn't started it yet). Then you get a packet, and when you receive it, it will resolve into that error, simply stating that the other partner has reset the connection. It can be used to detect if someone disconnected. It happens also in my plugin, when using UDP. So this error is not to be considered as dramatic, its rather normal I would say. greets, Barnski. |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
Quote: " benjamin rox but only if this is dbc compatible!"
It isn't quite compatible. Although to make it compatible I would only have to make a few changes I guess.Quote: " Having used this plugin for a while now (probably over half a year), I can say that it is well worth using. Far superior to the DBPro commands, and very stable now."
Thanks man!Quote: "I seemed to have encountered an error, im sure its due to my fualty coding, but could you explain exactly what this error log seems to be reporting, and perhaps what could have cuased it?"
Show me the log of the client that tried to connect.Quote: " Ben, just a small question. Does the client also have to open his ports on his router/firewall?"
Yes.Quote: "it can happen for example if you send a UDP message to a destination where no one is receiving it (e.g. the partner closed its socket / or hasn't started it yet)"
Yes, it happens when the socket is closed. However if the socket wasn't bound at the time of the packet being sent then the error would be 10061(WSAECONNREFUSED).Quote: "So this error is not to be considered as dramatic, its rather normal I would say."
It is normal, if it happens where it is supposed to. Tempest - P2P UDP Multiplayer Plugin - 70% |
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Hamish McHaggis
User ![]() Joined: Fri Dec 13th 2002 Location: Modgnik Detinu |
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SageTech
User Joined: Fri Dec 3rd 2004 Location: Orlando, Florida |
Ben, I was woundering, can you think of any problems that would arise if i were to run tempest AND multisync in the same application? such as as the players movements being handled by tempest, and multisync for a chat server? If you're so smart, why are you reading my post? ![]() |
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Oneka
User Joined: Sat Apr 24th 2004 Location: Hampton,VA |
@Sage Tech You would be better off waiting for MultiSync 2 where you can send UDP and TCP packets... Making better games everday! Oh yeah and just so you know its Oh-nek-a not One-ka! |
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SageTech
User Joined: Fri Dec 3rd 2004 Location: Orlando, Florida |
Its funny, everytime i think ive found what i need to continue work on my game, i find i need something else. Ahwell, guess il to some expirimenting. If you're so smart, why are you reading my post? ![]() |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
Quote: "Ben - Hmm, I replaced the Tempest_Blackout.dll with the new tempest.dll, and the TJoin bug seems to be back. You can only use TJoin once, whether it fails or succeeds the first time, it always fails from then on"
Oh dear. Well, unfortunately I'm also suddenly having trouble with TDisconnect, so for now you'll have to revert back to the other one.Quote: "Ben, I was woundering, can you think of any problems that would arise if i were to run tempest AND multisync in the same application?"
No problems that I can think of.Tempest - P2P UDP Multiplayer Plugin - 70% |
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Hamish McHaggis
User ![]() Joined: Fri Dec 13th 2002 Location: Modgnik Detinu |
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Chris Franklin
User ![]() Joined: Tue Aug 2nd 2005 Location: UK |
just as i was about to use tempest in my game |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
Quote: " just as i was about to use tempest in my game"
It's not exactly a showstopper is it? Besides, I think I've fixed it(although I'm waiting on confirmation from Hamish). |
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Roxas
User Joined: Fri Nov 11th 2005 Location: http://forum.thegamecreators.com |
Wow. I love your plugins.. And this is greatest one smoothly fps ![]() There is something funny in picture? Then you gotta try out Moomins In MushroomForest game! |
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Sergey K
User ![]() Joined: Sun Jan 4th 2004 Location: Cyberspace |
the fps is even not up to the plugin.. i mean, i got tempest for long time already, and i didnt noticed it taking fps at all.. |
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Opposing force
User Joined: Wed Aug 10th 2005 Location: England |
Benjamin i need your help In Dark Basic Pro I used Tempest and I must say it is rather good your very useful cube example is all well and good untill I came to add collision. It is quite hard to explain so here is a code snippet... + Code Snippet the collision code should definitely work. I use it in every single Dark Basic Pro project of mine with no error. But when I use it with your Dll and when the player cube bumps into another object then the player cube just goes back to the start position? Please can you help me, the collision works in Multisync just fine but not in tempest using this example, what am i doing wrong??? Felony Rise 10% complete Middle Earth ORPG 2% |
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Van B
Moderator ![]() Joined: Tue Oct 8th 2002 Location: The Swan. |
Quote: "But when I use it with your Dll and when the player cube bumps into another object then the player cube just goes back to the start position?"
Well... Your function for the collision: + Code Snippet This function sticks the object at X#,0,Z# when theres a collision right? - well in a function, these values are empty, your effectively putting the object at 0,0,0. You must have mixed up your variables somewhere, maybe these variables should be globalised? - something like that anyway. Van-B |
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Opposing force
User Joined: Wed Aug 10th 2005 Location: England |
yes, but in all of my other projects the code works fine and stops the player object at its current position if it comes into contact with another object. In Benjamins other dll, multisync it works fine also. I don't know if you have Dark Basic Classic but there is a tutorial "tutorial5" that I base all my collision on. Felony Rise 10% complete Middle Earth ORPG 2% |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
There are two problems with that code. The first Van B pointed out, and the other problem is that you are creating 10 objects, and starting them and yourself at the same position, which means you won't be able to move from the start. |
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Opposing force
User Joined: Wed Aug 10th 2005 Location: England |
oh, 10 objects ok but when i tested out that example on one PC using 127.0.0.1 i hosted the game then ran the exe again and joined the game but when i tried to join for a third time it failed? If it can handle 10 players (the example) then why can you only have one person join? Is is something to do with just using 127.0.0.1 that it only allows 2 instances running on the same computer? Felony Rise 10% complete Middle Earth ORPG 2% |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
It is because by default it doesn't use a port range for the client when connecting. You can specify a port range using: TSetLocalPort portFrom, portTo Use it before TJoin. But only make sure it does that if you are connecting, and not hosting. |
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Megaton Cat
User Joined: Sun Aug 24th 2003 Location: Toronto, Canada |
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Opposing force
User Joined: Wed Aug 10th 2005 Location: England |
Quote: "
It is because by default it doesn't use a port range for the client when connecting. You can specify a port range using: TSetLocalPort portFrom, portTo Use it before TJoin. But only make sure it does that if you are connecting, and not hosting. " cheers Felony Rise 10% complete Middle Earth ORPG 2% |
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