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Work in Progress / HybridWolves - Tanks Allot

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Dragon Knight
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Posted: 22nd Dec 2008 07:22 Edited at: 27th May 2010 18:24
Back to Life:
27/5/2010
Brief: It's been about one year since this project started, and I was angry I couldn't get the online part to work due to connection problems, but now i'm more experienced. So me and my fellow team mate Chris have decided to pick this project up, and give it a good re-vamping! This project is now being done in c++ and DBP

--Tanks Alot--



-Old version Video-
http://www.youtube.com/watch?v=ZqW25NwmXgk

Working On:
Currently working on Menu systems

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Butter fingers
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Location: Mecca
Posted: 22nd Dec 2008 11:19
I'm so confused at what I'm looking at in those pictures. Is the tank untextured or something, and I'm seeing through the mesh into the wheels?

Dragon Knight
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Posted: 22nd Dec 2008 18:56 Edited at: 22nd Dec 2008 18:56
ah okay, the tanks not fully textured yet, just got the wheels textured and rotating along with the tracks. Above the wheels is the Armour so you're not actually looking through any mesh.

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http://www.hybridwolves.co.uk
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Mr Tank
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Posted: 23rd Dec 2008 01:24
This looks cool. You seem to know what you're doing, and have other projects to show for it. I like tank games.

Pretty high up my todo list is putting multiplayer into my tank game, so i'll be particularly interested to see the multiplayer. I also want to do parachutes too, so i'd like to see how you go about that. Plus it should be fun to play!

Some higher res screenshots wouldn't go amiss. Also some shots of your tank model because, like the other guy, i thought it was some kind of clipping problem!

Dragon Knight
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Posted: 23rd Dec 2008 02:09 Edited at: 23rd Dec 2008 02:13
Well before i go home to Ireland for Christmas I'll leave you guys some pics of the tanks textured

There will be far more cannons involved at a later stage each with different powers. Basically the longer you play the game in multi player / single-player mode the more things you can unlock and buy with points you win. Each tank you destroy you get so much.. then from that you can get better / more interesting weapons .

Mr Tank it's always comments like that, which inspire me to continue working on little fun projects like this .

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http://www.hybridwolves.co.uk
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RUCCUS
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Posted: 23rd Dec 2008 04:56
They dont really look like tanks. But worry about that after the game is more developed.

TheComet
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Posted: 23rd Dec 2008 14:55
Well, those tanks look interesting... I`m sure that you will make a really cool game out of this!

TheComet

Peachy, and the Chaos of the Gems

Jimmy
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Posted: 23rd Dec 2008 17:30
I think the tanks look rad. Don't change them.

Dragon Knight
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Posted: 19th Jan 2009 07:17 Edited at: 19th Jan 2009 18:49
I'm back from Ireland, and working away hehe, changing the screen shot at the top for what you guys asked for 'High resolution shot'.

Update on what's been done:
Some Server bugs worked out
Smoother transition between tank positions when updating
Turrets attached to base of vehicles (updating on both server / client)
Teams Created for CTF / TDM games.
Player IDs sorted out, *Saves ID to file*/loads at beginning
Gatling gun Animation completed
-Edit- Double Parachute Drop 100% Completed
-Edit- Health Bars above tanks, completed


To Do:(I use this as a small mile stone adding more every time i finish a few thus encouraging me to complete the project doing a little bit here and there)
Radar
Garage Screen (Allowing users to buy items to upgrade there tanks, e.g. radar / super missiles etc... from earning credits by defeating other players)
Code Gatling gun to do some damage

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http://www.hybridwolves.co.uk
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Dragon Knight
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Posted: 2nd Feb 2009 11:58
Bumping this in case it gets locked
Things done:
Fixed parachute drop code
Fixed up the join server side, to display a preview of the map before joining, and also displays more info about the server.


Working on at the moment:
Garage screen, allowing it to be accessed during mid-game by driving into a garage and pressing Enter
3D model of garage

To Do:
Level editor to include tree's, buildings etc.. this way others can ALSO include their own levels into the game
Updater so users can load the new maps when joining a server if they don't already have it
Weapons system

Side Info:
If you guys have any extra ideas for me with in regard to this game feel free to post them, and thanks again for the encouragement with this project it's positive comments like that, that keep me going Must run to uni now before I'm late heh

tiresius
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Posted: 4th Feb 2009 00:36
I'm interested to know the reason behind your style of objects. Most tank games have crisp and angular models and yours look freehand. I'm not being negative about it -- I find it interesting, just wondering why you did it that way?

I'm not a real programmer but I play one with DBPro!
Mr Tank
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Posted: 4th Feb 2009 02:52
Your game has a nice and interesting aesthetic. You're putting in an impressive number of features. Good work. I look forward to having a go.

Dragon Knight
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Posted: 9th Feb 2009 04:51 Edited at: 9th Feb 2009 04:52
tiresius, have you ever sat in class and doodled? That's exactly what i did and how it came to be hehe

Mr Tank, thanks for the second post, i didn't want to let you down so i got my ass into gear and started promptly getting over my fear off completing this game, and back to coding.

For some reason i seem to get stuck once every so often, when i get to that part, I know exactly what i have to code.. but in the back of my mind somethings trying to stop me but yay I'm really excited about completing this project now. The trick for me is to do AT THE VERY LEAST a page of code per day. Thanks for the support folks ^-^


Just to show i haven't been slacking off
The garage screen is completed and ready to be put into the game.

AND YAY perfect break through I've now coded in the weapons system! Now it's just a matter of creating each bullet type for the desired effects. This means I'm on the fun part of the project, making things blow up! but i have uni in the morning and it's 4am heh...



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Dragon Knight
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Posted: 22nd Feb 2009 23:01 Edited at: 22nd Feb 2009 23:04
YAY, almost ready for demo release!

Things done so far, mini-map implemented! Explosion code fixed so after first death tanks re spawn and can be blown up again and again heh.




To Do before demo release.
Score table
Maybe some more weapons
The ability to hump other tanks after defeating them *insult to injury*
Saving credits

Features that will be included later:
Automatic update of levels if client doesn't have it
Level editor
more weapons

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Dragon Knight
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Posted: 9th Mar 2009 10:07 Edited at: 9th Mar 2009 10:18
New Developments:
New HUD - New Weapons system
90% weapons accessible
Water Feature implemented in level editor

To Do:
Foliage engine
Object inserting / moving / selecting

Some new developments,
Started on a side level editor just to move objects about, add shaders etc.., and I'm going to be working on a grass engine in between times of working on the competition and uni work.

Beta tested with 13 people all connected to the main server at once, SUCCESS ^-^ I'm quite happy at the moment.

Bug fixes:
Minimizing / opening window - reloads textures and objects

The only bad criticism i had was the fact i didn't have water implemented and no foliage, but the game was still fun.

Screen shot of latest version of level Lost Island:


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Dr Manette
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Posted: 9th Mar 2009 23:49
This game looks pretty cool and the graphics remind me of Star Fox 64 and those games. My advice is lots of upgrades and updates to keep people playing.

Mr Tank
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Posted: 10th Mar 2009 02:24
Looking good! I know the feeling about knowing what you have to code, but procrastinating about doing it. Glad to see you're making progress!

Profit
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Posted: 11th Mar 2009 01:40
This looks outstanding.

Tanks a lot for the new screen shots.


Dragon Knight
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Posted: 23rd Mar 2009 07:17
Dr Manette - Updates, this shall be one of the main key features of the game, i'm not sure exactly how i'm going to implement them but i have an idea of how to get new maps etc.., perhaps some hidden features that only unlock after a span of time, e.g. ufo invasion help defend, and random special bosses that come in, and once you defeat them you get special weapons for normal multiplayer battle.

Mr Tank - heh i think it's too early too say i'm making progress heh aint done anythin more than add water yet , but it's 5:12am.. and i'm going to get a cup of tea and start work on the editor.

Profit - thanks, i was a bit stumped at an idea for the name, one of my friends just cheesily said it so i decided to use it anyway.. well til i at least get the game finished ^-^

Side News:
Nothing changed yet, mostly bug fixes, deleted the intro as for some reason it's stopped working halfway through, shall re-do it as an amv once i learn how, tidied up ALLOT of my code.. I'm in well over 5000 lines of code.. already. Pretty messy as well.

Thinking about re-writing how the clients connect up to the game lobby to make it more secure but not til i've got the game 100% finished. But the only way i can think of how to do this is having a main game server running people connecting up to it getting the details and disconnecting.

Dragon Knight
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Posted: 23rd Mar 2009 09:09 Edited at: 23rd Mar 2009 09:29
Got my level editor at least half working with objects, but sadly i've noticed something. Using Plant Life, and i gotta admit they may look pretty when your making them with it, but darn it ain't they far from it when you import them in.

Anyone know of a way to solve this, hopefully with a simple command?

Currently I'm just thinking about deleting plant life and saying to heck with it, I'll make my own pretty grass ^-^



something to do with the z-depth perhaps, as it only happens when you go so far back

-Edit- tried changing the backdrop color to a sort of greenish color this makes a lovely effect ALTHOUGH this could probably be a problem later, e.g. transparent explosions shall have a green ring around them or something...
DISABLE OBJECT ZDEPTH, makes it work but then you can obviuosly see it before you've even gone over the hill...

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Dragon Knight
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Posted: 23rd Mar 2009 09:39 Edited at: 23rd Mar 2009 10:52
End result, dunno how this will effect frame rate in large levels.

Collision checking from where camera is placed til the object, if land is in front of it, or a building etc.. it will enable/disable the z-depth thing

Still if anyone else knows another way around this please, tell me



Edit------------------
set object ObjNum,1,1,0,0,0 <-- Fixed the problem has something to do with lights and the alpha channel, kept setting it to the backdrop, but now there's still a slight black line around it, but i don't mind makes it look kinda cartoony

Yay messing around with the z stuff along with lights etc.. has enlightened me, i now fixed an on going bug that i was unsure about, to do with the explosion effects. Now looking all pretty ^-^

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Quel
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Posted: 23rd Mar 2009 18:23
If you use SET OBJECT TEXTURE you can change the texture on that bush to not to be repeated, just placed on the plains once. This way those annoying little black lines are gonna disappear.

I love your stylish tanks!
sindore
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Posted: 23rd Mar 2009 21:39
@ Dragon Knight
are you still having a problem with alpha on your plaint life imports? if in dbp I used (set object transparency object,6) & (set alpha mapping on object,99) I don't know about gdk, but if you look I think you will find some help file to sort them out.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
Dragon Knight
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Posted: 24th Mar 2009 19:16
sindore, you're legend worked perfectly! I'm doing this project in dark basic pro, and I think that was the fastest easiest to implement fix ever ^-^, thanks

Thanks Quel for trying to help me out heh, the tanks have been modified quite a bit of recently, including a shiny new texture for them, thanks to Jasc's paint shop pro 7 that i recently got installed once more.

Dragon Knight
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Posted: 28th Mar 2009 07:09 Edited at: 28th Mar 2009 07:22
yay success with the level editor, now just gotta fix a few wee collision bugs with the new objects, but here's a screen shot of what i've been up to .

The new bay of Lost Island:


-Edit-
I'm getting so much done so quickly, it wont be long before this ones complete give or take a month or so for a playable demo. (Technically it is playable as it is, but i want it to be looking at least polished before i hand it out.) Just wanted to say thanks for the support guys, it really does encourage me to work faster.

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Dragon Knight
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Posted: 28th Mar 2009 19:37 Edited at: 28th Mar 2009 19:38
I just gotta show this off, i've even impressed myself for a change ^_^

As you can see from the above post there was no lights etc.., i've been reading up on ways to boost graphics without putting any strain on the hardware, very simple just apply the effects directly to the textures. So i got out my old paint shop pro 7 and started fiddling with the lights.

This is the result:


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Dragon Knight
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Posted: 12th Apr 2009 05:03 Edited at: 12th Apr 2009 19:45
----------MAJOR PROBLEMS----------
I'm using Multisync.dll, so far i've been hooking up games from their IP address using NET CONNECT ServerIp$

Now i'm not sure where the problem aspires... I'm using my home computer on a uni network.

This is how i tried it:
Host at uni, hook up with another computer at uni - Successful
Host at home, hook up with my old computer networked - Successful
Hosted at home, tried to hook up through internet with my brother - Failed
Tried hosting from my brothers computer and connecting from home - Failed
But i thought hmm perhaps it's because he's behind a router so who knows..
Next i decided host at home, walked 10 minutes to uni logged in went to connect with 2 different computers - Failed...??

The major problem i feel is the fact games like left 4 dead, unreal etc.. i can host, people can connect, so why not the game i made?

Anyone have any ideas / want to help me test it?

Overall a successful test, full of bugs , I'm just glad most of them are fixable with a few lines of code. I'm really hoping i can get this connection stuff working again

-Edit---
Quote: "4. One computer cannot connect to another computer on the same LAN using an internet IP."
after 6 pages of non stop randomness i finally found something that might be it, Perhaps i'm using the lan IP or something to connect.. and not the Internet IP???? agh mind boggling truly mind boggling.

Added night time feature, along with lights coming out of the tank, this mean's i'll have to add lights etc.. to guard towers.

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Benjamin
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Posted: 13th Apr 2009 09:16
Quote: "Hosted at home, tried to hook up through internet with my brother - Failed "

Did you set up port forwarding on your router?

Dragon Knight
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Posted: 13th Apr 2009 17:06 Edited at: 13th Apr 2009 17:22
My brother did say he did, I however cannot get any access to such facilities as I'm in a uni network and spectrum controls it all. BUT that doesn't explain why i can connect / host games such as L4D without 'port forwarding' <-- i just realized that's not even a router i'm just hooking up to spectrum, does this mean if i use the proper IP address and not the one found in IPconfig but the one used to connect to the internet I'll be able to host / join games over the internet but not lan games (unless i use my computers IP).

I believe i know the problem, you see i'm on a uni network so my own IP isn't used to connect to the internet for example if i check my ip from Ipconfig i get 10.140.254.254, where as if i get my IP address from an internet site it says 84.233.227.60. I've currently been using the first one, now i wonder if i should be using the second one instead?

Hmm the tricky bit shall be getting the second one... as it's not in IPconfig, and hopefully i'll be able to connect using this one.


-------------EDIT--------------------
My confusion is here:
Your Router Side Your Network Side
Router IP 168.3426.56 1st IP 168.34.26.58
Gateway 168.34.26.57 2nd IP 168.34.26.59
Subnet mask 255.255.255.248 3rd IP 168.34.26.60
ISP's DNS 209.244.0.3 4th IP 168.34.26.61
ISP's DNS 209.244.0.4 5th IP 168.34.26.62
Subnet mask 255.255.255.248
Do i connect to the gateway? does it automatically find the server? If there is multiple games being hosted how does it know which one is which? How would you join which ip to use. Oh yea and when you host which IP should you give everyone?

Thanks,

Benjamin
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Posted: 13th Apr 2009 18:15 Edited at: 13th Apr 2009 18:32
Well, this assumes your brother is elsewhere on the internet and not on the same LAN as you (I'm not sure but I think you mean this), here is pretty much what you should do:

1. Have your brother host, and make sure the port forwarding settings on his router are correct. Note that only the host has to have port forwarding set up; clients behind a router can make connections to machines on the other side without the need for any configuring. Make sure both his firewall and your firewall allow the traffic on that particular port (or for this particular application, depending on how your firewall works).

2. Connect to your brother using his internet IP, which he can retrieve from whatsmyip.net.

When connecting to another machine on the same LAN you do not need port forwarding, and the address that you specify is the host machine's LAN address.

Quote: "BUT that doesn't explain why i can connect / host games such as L4D without 'port forwarding'"

If you're hosting a server for these games, then my answer would be that most modern games have support for various automatic port mapping techniques, while Multisync doesn't - yet.

Lucy
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Posted: 13th Apr 2009 20:40 Edited at: 13th Apr 2009 20:43
Quote: "Do i connect to the gateway?"

No, the gateway is transparent, it's just the router or modem's IP so your computer can talk to the router or modem for its own purposes. Ignore the gateway IP.

Quote: "does it automatically find the server?"

If you're using IPX/SPX, sure. But you're using TCP/IP, so you need to make sure the port is open and the client has to know the IP and port.

Quote: "If there is multiple games being hosted how does it know which one is which?"

If a building has multiple apartments, how does the mailman or any visitors know which one? By the apartment number, in this case the port number.

Quote: "How would you join which ip to use."

Could you please rephrase that?

Quote: "Oh yea and when you host which IP should you give everyone?"

Your WAN IP, NOT your LAN IP.

The folloring IP ranges are LAN
Quote: "
10.0.0.0 - 10.255.255.255
169.254.0.0 -169.254.255.255
172.16.0.0 - 172.31.255.255
192.168.0.0 - 192.168.255.255
"

If it's one of those IP ranges, and continuing with the apartment building analogy:

Your computer is an apartment building. Your LAN is the Apartment Complex. The LAN IP is the building number. Your WAN IP is your street address. However, the apartments numbers (ports) are not arranged by building number, they're just randomly jumbled up. Any visitors or mailmen go up to the gates of the apartment complex and say "I want apartment number X" and they get shown the way to that apartment number. The gate is of course the gateway. Remember, apartment numbers are port numbers.

So what you give the people is your WAN IP which is not in the list of IPs you posted.

You can use http://www.whatismyip.com/ to see your WAN IP. Although that page does not label it as "WAN" but just "IP" because the internet itself is the WAN, so calling it "WAN IP" on the internet becomes redundant.

However, if you have a router at all, you are behind what's called a "NAT"... the NAT is a simple way of saying "a LAN with a gateway to the internet". It's obvious that you are behind a NAT otherwise your LAN IP and WAN IP would be identical.

So what do we do at this point? Grab your router's manual and look up how to set up your port routing. See, every computer can have the same ports open. Lets say, for the sake of explanation, that your game is on port 7000. Every computer connected to the router can have port 7000 open. But only one of them can open 7000 to the internet. This is because the router (the guy at the gate directing people to the right apartment) can direct connections (visitors) to only one port 7000 (apartment number 7000).

Is this making sense?

Remember all that time in school that you complained that math is useless and you'll never need to know trig or calc? Guess what. If you're reading this, you need them.
Dragon Knight
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Posted: 13th Apr 2009 21:05
Benjamin, Lucy - Thank you guys so much for your help it's really appreciated.

Benjamin, I'll be testing it a.s.a.p, i have a feeling it'll work perfectly! And for getting the IP i could just host the same type of thing to retrieve IP addresses on my web server, downloading it on game start up . (As a thank you, when i get it working I'll post up the code for anyone to use to retrieve their IP address) That way I'm giving back to the community

Lucy, thanks for the walk through it's exactly what i needed to know about working with ports or at least getting my head around it

The one last question
Quote: "How would you join which ip to use."
It's a question on say a person is hosting a game. There is someone on the internet and a person on the lan, do both use the wan IP to connect even if they're on the same network. Or does the lan person have to use the lan IP? <-- As this could make some problems with connecting to games.

Oh yea and i wonder is there a way to find games already hosted on the network using multisync . Thanks Benjamin again!
(Heh my head's not on, i realized if they have the same WAN Ip then they're on the same network so i should record both IP's LAN and WAN that way if they are on the same network i can connect them with no problem)

Monk
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Posted: 13th Apr 2009 21:19
Hey, just looked through the pics, and it looks miles better with grass trees etc, rather than a bare landscape.

Any chance of a single player demo to suggest stuff? Or are ya too bogged down in multiplayer? Dont bother if itll cause bother.

I dont know anything about multiplayer so i cant help there, but ill try to help if you get stuck with something else =)

Looks good, keep it up. You started a WIP for that other game yet?

Dragon Knight
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Posted: 18th Apr 2009 06:35 Edited at: 18th Apr 2009 09:37
Monk shouldn't be too long before a demo is available , it's completely multiplayer

--EDIT--
okay did a pile of work... beyond belief really..., used php to retrieve the real IP of the network.. and now i've got to re-write the connection code.. but i suppose it's time i changed it from FTP to MySql for obvious security reasons.. (Also the reason i wasn't to hesitant on releasing a demo )

Dragon Knight
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Posted: 21st Apr 2009 15:14 Edited at: 21st Apr 2009 15:35
demo release

Tanks Allot v0.5

Side Notes:
Still fixing the server to allow for LAN battles, have a few ideas but it'll take a while to implement considering i have to do my uni work before the end of this week :S

Monk
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Posted: 21st Apr 2009 18:27 Edited at: 21st Apr 2009 18:49
When you say completely multiplayer, does that mean internet or LAN or both. If LAN, then Im going to struggle to play it as I got no one to play against, If internet, then theres still gonna be a lack of peoples....

Im downloading now though =)

Edit:

Well, the menu screen and sound track are good, but unfortunately, I cant really say too much else...
The garage section is a nice idea, and that works well, but when I tried to join a game, there was one game, but I couldnt connect to it, kept timing out.
I hosted a few short games on the maps, but there wasnt really anything to do for one person =(

Im gonna say though, its a good start to your game, the maps are a little bare at the moment, and there seems to be a few collision quirks at certain places, but im gonna keep watching to see how far you take this =)

Dragon Knight
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Posted: 21st Apr 2009 22:47 Edited at: 22nd Apr 2009 12:15
Heh sorry about that game you couldn't connect to, it was a test for the game server, i was writing a seperate program to upload / download game servers, forgot to delete it... sorry about that

I'm going to make it both internet and LAN, currently it's just over the internet. I actually have 90mb's worth of music for the game, so i only included one song >.> lol...

The collision problems lay with the bridge yea in the map sandbox? , the reason the levels are bare for now is mostly for fast testing in the uni labs *Thinks of more excuses lol*

The biggest worry for me is speed, i've spent so much time trying to get things down to make it as fast as possible. If it ran fast enough for you, then I'm happy hehe but we'll need to have a game, any time suits you in particular?

Thanks very much monk for testing it

-Edit-
Fixed the tank tracks animation, now when you go backwards the tracks move properly, collision bug fixed with the bridges, thanks for that monk. I'll only upload a new demo when significant changes have been made though

Also fixed the rotation of the tank when you go over an object for the first time it usually gives a little burst.. upwards / downwards, e.g. on the bridge that's been sorted

Monk
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Posted: 22nd Apr 2009 15:58
Half 4 tonight? You set up a server, and I'll try to get on it =)

Dragon Knight
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Posted: 22nd Apr 2009 18:56 Edited at: 22nd Apr 2009 18:56
agh i'm just on now, how about 5:30? I'll have a server up then for 10 minutes but later on at 9pm i'll have it on for 30 mins to one hour depending on how much time i have

Monk
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Posted: 22nd Apr 2009 19:11 Edited at: 22nd Apr 2009 19:36
Perfectly fine by me considering I completely forgot about the 4:30 til now =)

Ill be ready and waiting !

And I hope others maybe as well....

Edit: Time out error!

Monk
16
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Location: Standing in the snow =D
Posted: 22nd Apr 2009 19:34 Edited at: 22nd Apr 2009 19:35
Time out error!
Im hosting one now, try that .

Dragon Knight
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Joined: 10th Jan 2007
Location: Newcastle
Posted: 22nd Apr 2009 19:46 Edited at: 22nd Apr 2009 19:47
Darn it, i got a time out with the other 2 servers aswell >_>, i wonder what it could be...

I've got the correct Ip address all in for internet play, so i'm clueless as to what it could be :S

that was at 5:47 i tried to join

Monk
16
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Joined: 25th Sep 2008
Location: Standing in the snow =D
Posted: 22nd Apr 2009 19:48
You've got most of it right, because I can see you and you can see me, its just the connecting and confirming code that must have the bug, or be slow...

Dragon Knight
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Location: Newcastle
Posted: 22nd Apr 2009 19:55 Edited at: 22nd Apr 2009 20:18
hmm i've been really trying but i just don't know? You wanna try one more time, I think i may know what it is, may have a space after the ip address i'm going to try remove it in my code, that way i'll be able to join? *hopefully* but u'l have to host

--Edit--

Does anyone have any idea...??
Info:
Grabbing WAN via:http://www.hybridwolves.co.uk/test.php
Grabbing LAN via:Ipconfig <-- using some windows dll files
Multiplayer plugin: Multisync
The lan games work perfectly, just a bit of a problem with internet play cannot seem to connect just keeps timing out.

Monk <- are you behind a router or something? I know i'm on a network but i believe i should be able to still connect / host and have others join. >_>



Monk
16
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Joined: 25th Sep 2008
Location: Standing in the snow =D
Posted: 22nd Apr 2009 20:33 Edited at: 22nd Apr 2009 21:46
I have a router in my house yeah...
Id be happy to try again, just say when.

Not tonight anymore, possibly tomorrow...

Dragon Knight
17
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Location: Newcastle
Posted: 25th Apr 2009 12:04
Monk <- I'm going to be switching over the server code to dark net so it'll be a week or so before i've updated everything and tested it to make sure it works before releasing an updated demo.

Just wanted to say thanks for trying it out.

Monk
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Location: Standing in the snow =D
Posted: 1st May 2009 21:48
Hows it coming along? Any progress using DarkNet?

Cant wait to play it again =)

Dragon Knight
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Location: Newcastle
Posted: 1st May 2009 23:39 Edited at: 5th May 2009 07:22
Monk <- I've just purchased dark net.. now I'm waiting til i can download it , anyway.. I've just changed some little graphics in the game for now. Updated some of the menu / HUD graphics. Thus i now have a more professional looking menu when you press 'Q' to look at the score boards, along with different HUDS depending on which team you're in . All minimal work but still.. it makes it look pretty heh.

Gotta remind myself to put in a partical explosion effect

Monk
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Joined: 25th Sep 2008
Location: Standing in the snow =D
Posted: 9th May 2009 22:32
After reading your post in the dbpro forum, does that mean youre well on your way to getting the multi[layer working? Im waiting to play your game against someone =)

Dragon Knight
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Joined: 10th Jan 2007
Location: Newcastle
Posted: 10th May 2009 20:47
Monk, I can't wait either! I'm just working on 3 essays to do with game design which have to be handed in by thursday, along with a physics project to do with 2 skidding cars that have to be handed in this week as well. After this I'll hopefully fully implement Dark net and we'll have our game >

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