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Work in Progress / I need testers for a primitive multiplayer thingy

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Yian
20
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Joined: 16th Jun 2003
Location: Nicosia, Cyprus(the Greek half)
Posted: 11th Feb 2004 15:42 Edited at: 15th Feb 2004 19:33
Well there's not much point in a screenshot since the game now consists of:
1.a matrix with no texture
2.a torso with animated arms(untextured)
3.a head far too high above the torso
Basically I want to test the code and see if the multiplayer is working,before moving on to make the gameplay.If you want to test this then:
1.Download the game at http://66.98.192.31/~jeriko/multifps.rar
2.Add me to your msn and log on at about 1 midday London time,or at Fridays 5:30pm London time.

Please help me test this code since if I don't get any testers I simply will not be able to improve the code,and will have no choice but to ditch the whole thing.

I gots to go.
ReD_eYe
21
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Joined: 9th Mar 2003
Location: United Kingdom
Posted: 11th Feb 2004 21:58
sorry mate, i'm busy this friday and i've got school till friday so midday isn't possible but next week is half term so i can give it ago then?


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
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Dreq934
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Joined: 15th Dec 2003
Location: SC, USA
Posted: 12th Feb 2004 01:34
Heres a test:
Are you sending the positions and/or rotations of each player every frame? If so then don't waste our time

If not, how does ~your~ system handle multiplaying?

"I LIKE MARSHMELLOWS!" - Homestar Runner
Yian
20
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Joined: 16th Jun 2003
Location: Nicosia, Cyprus(the Greek half)
Posted: 12th Feb 2004 15:02 Edited at: 12th Feb 2004 15:03
1.Don't be rude
2.You can move and when you press the mouse button the torso's hands move,all this is sent in memblocks and received...what did you think?
3.Respect mah authoritah!

PS:Redeye yeah that would be great.Please add me to your msn when you're ready.

I gots to go.
Dreq934
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Location: SC, USA
Posted: 13th Feb 2004 05:06
I'm not being rude, i'm being direct :p

And you still didn't answer my question.. Sure it uses memblocks.. but how does it send the data? Like what does it send. I will also test as long as its not one of those things that sends the players position each movement update

"I LIKE MARSHMELLOWS!" - Homestar Runner
OSX Using Happy Dude
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Joined: 21st Aug 2003
Location: At home
Posted: 13th Feb 2004 12:46 Edited at: 13th Feb 2004 12:49
How it sends data is irrevelent to you. All you should need to know is that the data is sent from one computer to another...
It is up to the programmer to make it as effecient as possible.


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Yian
20
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Joined: 16th Jun 2003
Location: Nicosia, Cyprus(the Greek half)
Posted: 13th Feb 2004 15:26
I use send net message memblock.
And thanks for rescuing me TCA.
Well,please add me to your msn you guys,since this weekend is the perfect time to test.

Cheers,
Yian

I gots to go.
FROGGIE!
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Location: in front of my computer
Posted: 14th Feb 2004 18:07
wots a .rar file and how do i use it

():x:x::::::::::::
ReD_eYe
21
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Joined: 9th Mar 2003
Location: United Kingdom
Posted: 14th Feb 2004 18:55
www.rarlabs.com
download winrar, .rar files are just like .zip's but apparently work better


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
Yian
20
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Joined: 16th Jun 2003
Location: Nicosia, Cyprus(the Greek half)
Posted: 15th Feb 2004 18:52
Well,the testing went good in that I found people to test with,I even tested with RobK.The bad thing is we found
1.A mistake in the help files of DBP which made want to punch something
2.An object not found error which occurs without any apparent reason,when you try to test the game using 2 copies on the same PC.

I gots to go.
OSX Using Happy Dude
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Posted: 15th Feb 2004 19:32 Edited at: 15th Feb 2004 19:37
Quote: "An object not found error which occurs without any apparent reason,when you try to test the game using 2 copies on the same PC"

Sounds like your not creating the objects for the other players... Hope your keeping track of everyone on the host computer.

Quote: "A mistake in the help files of DBP which made want to punch something"

So, whats the error ?


The place for all great plug-ins.
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Yian
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Location: Nicosia, Cyprus(the Greek half)
Posted: 15th Feb 2004 20:25
Quote: "Sounds like your not creating the objects for the other players... Hope your keeping track of everyone on the host computer."

Hmm could be please expand on what conditions could cause this...

I gots to go.
OSX Using Happy Dude
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Posted: 16th Feb 2004 11:16
For every client that wants to connect, I get the host computer to get the current list of networked players. The host computer also works out the first free player number, which is then passed back to the client machine that wants to connect. This client machine then sets up all current active players, using the list of maintained players.

All other clients also receive this message and create the appropriate players too.

This approach also helps if a client leaves a game - a free space in the players list (and active objects) denote a player that needs to be removed from the display.


The place for all great plug-ins.
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Yian
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Location: Nicosia, Cyprus(the Greek half)
Posted: 16th Feb 2004 16:54
Well,actually it's perr to peer,not client-server.And the exe for host and server are both the same.If you download my code you'll see.

I gots to go.
OSX Using Happy Dude
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Posted: 16th Feb 2004 17:37
Even so, all machines have to keep an eye on what graphics need to be done.


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Yian
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Posted: 17th Feb 2004 15:17
As,I suspected,that was not the mistake.My problem was solved when I used the full paths for the models in the game.I'm not sure,should I report this as a bug?

I gots to go.
Yian
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Posted: 23rd Feb 2004 11:12 Edited at: 24th Feb 2004 12:57
The file error continued,however only on other people's PCs.I have included the media in the .exe this time.Some code corrections have also been made.Please test this latest version.

I gots to go.
OSX Using Happy Dude
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Posted: 23rd Feb 2004 17:34
I'll see what happens over the my network. By saying you use full paths, do you mean (for example) :

\GAMES\....

or

C:\PROGRAM\GAMES\...


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Yian
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Posted: 24th Feb 2004 12:58
The .exe with media included still does the file not found error,and by full paths I mean the second example you wrote.I've half a mind to report this as yet another bug...

I gots to go.
OSX Using Happy Dude
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Posted: 24th Feb 2004 15:23
I'll try it later on - see what happens...


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Yian
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Posted: 24th Feb 2004 21:21
Whatever happens,thanks a lot for all that help.You're one of the few people who tried to help.Thanks!

I gots to go.
OSX Using Happy Dude
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Posted: 25th Feb 2004 10:59 Edited at: 25th Feb 2004 11:05
Thats okay I'll let you know what happens...

Yes, it does come up as 'file not found' at line 47...


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Yian
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Posted: 25th Feb 2004 19:55
OK after having a stupid data loss in my .dbpro file

I found that my .dba was the older version now...

but still I have uploaded both models and source,hope you can see if this really is another bug ...

I gots to go.
Yian
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Posted: 27th Feb 2004 23:51
Yay! ;D
OK well firstly I installed blue IDE which immediately found a pathing error,and fixed it,removing the notorious 'file not found' error which plagued all testers.Many thanks to RobK for making such a great thing.
I also managed to sit down and code all the improvements I made,but still I think a first alpha version is a few weeks away.

I gots to go.
heartbone
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Posted: 27th Feb 2004 23:57 Edited at: 27th Feb 2004 23:58
I wish that I could help but I'm stuck in St. Louis, Misery with a rock solid 31200 bps connection. A little too slow for internet multiplayer. I can now only test using modem dialed, LAN or serial direct connection.

Peace, the anti-Bush.

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