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Program Announcements / -- Lands of Andesa Online Mulitplayer Test --

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Kohaku
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Posted: 23rd Aug 2005 12:55
What he said, and good morning to you too.


You are not alone.
Sergey K
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Posted: 23rd Aug 2005 13:10 Edited at: 23rd Aug 2005 13:11
good Morning(online) to everyone specially u Aura

Your signature has been erased by a mod because it's larger than 600x120...
Kohaku
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Posted: 23rd Aug 2005 14:04
Why thank you GogetaX.


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optical r
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Location: Prime
Posted: 23rd Aug 2005 14:17
yes...good afternoon now

no, you wont need to re-download orginal files, just the client exe (1.5mb) again - oh and perhaps a couple of media object but thats it. i dont know why everyone got a missing image at line 1247. i tried it on 2 pcs and worked fine, it may be a corrupted download of sumet. Ill take the original offline and upload the new files today


**** server is up and running FROM 15.41 GMT ON 22 AUGUST 05 ****
optical r
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Posted: 23rd Aug 2005 14:21
@ Aura: i set the ip of the client in config.ini to my address and left the server one to:



will that allow me to run the server and let everyone who downloads trhe client run off my server alone?


**** server is up and running FROM 15.41 GMT ON 22 AUGUST 05 ****
Benjamin
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Joined: 24th Nov 2002
Location: France
Posted: 23rd Aug 2005 14:45
If you use the loopback interface(by using loop as the ip string) then others will not be able to connect.

Tempest - P2P UDP Multiplayer Plugin - 80%
Want to try the beta? E-mail me.
optical r
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Posted: 23rd Aug 2005 14:57
so are you saying i shoudl change BOTH settings in client and server text files to my ip address and get rid of the loop strings?


**** server is up and running FROM 15.41 GMT ON 22 AUGUST 05 ****
CattleRustler
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Posted: 23rd Aug 2005 15:14
Benjamin
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Location: France
Posted: 23rd Aug 2005 15:38
Quote: "so are you saying i shoudl change BOTH settings in client and server text files to my ip address and get rid of the loop strings?"

Yes.

Tempest - P2P UDP Multiplayer Plugin - 80%
Want to try the beta? E-mail me.
Freddy 007
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Location: Denmark
Posted: 23rd Aug 2005 17:14
When I try to download I get a 404...

*** PANZERGAMES ***
Dom
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Posted: 23rd Aug 2005 19:00 Edited at: 23rd Aug 2005 19:01
@CattleRustler: If you want screen shots goto his WIP thread
Same, I get a 404 when trying to download. Nothing seems to be going right for you?

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
Kohaku
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Posted: 23rd Aug 2005 19:19
Quote: "If you use the loopback interface(by using loop as the ip string) then others will not be able to connect."


Wow I suck.


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optical r
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Location: Prime
Posted: 23rd Aug 2005 21:00 Edited at: 23rd Aug 2005 21:16
sry, ive removed the old file. cheers ben!

im uploading new demo with screens.

please bear with me im having problems.

about the missing image at line 1247, i don't why that happens still, but it works fine on 5 pcs tested today. make sure youre up to date with sx 9 and pro 5.8 upgrade.

also, if u cant connect, ive included the server app to test internally.

IF you want to test the game withough going online, take the necessary steps:

1. open the server folder and then setting.txt.
2. type 'loop' (without quotation marks) on the first line (effectively replacing the IP address)
3. save and open the client app folder
4.open the config.ini and repeat step 2
5. run the server app
6. run the client app
7. after the title screen you will see a sky
8. type 2 and press enter (DO THIS, NOT 1 COZ THE ACCOUNT WONT BE RECOGNISDE BECAUSE IT WONT EXIST)
9. setup ur account (username followed by password)
10. you will connect to a pseudo world and be able to play offline!

ignore these steps above and just run the CLIENT app if you want to connect online

NEW DEMO: 11megs
Min. display: 1024x768x32

LINK TO DEMO DOWNLOAD:
[href]http://www.savefile.com/files/4782594 [/href]

server time
19.00 GMT for half an hour, possibly longer

after that ill post more times, till then follow the abve steps to run offline

[EDIT]Oh yeh, screen[EDIT]

[href][/href]


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Dom
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Posted: 23rd Aug 2005 21:48 Edited at: 23rd Aug 2005 21:49
Wooo downloading now.
OMG, use a better host PLEEEEASE. Its downloading at 4kb/s
IN an hour from now I'll tell u what I think.

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
Dom
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Posted: 23rd Aug 2005 22:14
I've just realised that most of your code is Auras... but I don't think I will use AGE after all. I'd rather make my own system that I understand better.

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
Dom
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Posted: 23rd Aug 2005 22:45 Edited at: 23rd Aug 2005 22:50
Finally manage to download and the servers not up...
OK I have tried it Offline and all I can say is this, the demo is pretty useless because you can walk through the terrain. I know you said that before but you can't really do much... and I couldn't figure out how to get rid of the little parchement box

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
Kohaku
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Posted: 23rd Aug 2005 23:06 Edited at: 23rd Aug 2005 23:27
That looks very nice. Yay you.

Editzorz..

Infact, the speed that you picked up AGE, without any help documents and not a question to me is highly impressive. I'm going to give you, another yay.


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Dom
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Posted: 24th Aug 2005 11:14
Aura to be honest it looks like most of the code is copy-pasted from your examples. Please forgive me if i'm wrong though Optical r.

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
optical r
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Location: Prime
Posted: 24th Aug 2005 12:33 Edited at: 24th Aug 2005 12:42
thanks!

I had to shut dowjn the server (family pc and all) but will be up today as i post this. I know the demo IS (somewhat) useless but i spent alot of time transferring code and cleaning it up, but when i will test online i will makle new worlds. Beside, im waiting for Aur to do ciollision (might do it myself)

@Aura: im suprised too. I already had code simialr to this using m,ulitsync but age ws written better, therefore i completely understand what code does what and where

@Dom: Well, all i can say is what a relief that its working! I didn't have tinme to program a functi0o to get rid f the parchment box but done it as we speak. thats precicely what ive done - as long as Auras fine with it (I think i asked him on this thread and he said 'thats what its there for'). I know what you mean abou using ur own system but the truth is mine would have worked just fine originally but Auras code is much cleaner and straighforward. Its EARLY stages yet so expect more soon! but i understand what the code is done, ive been looking into multiplayers code for months now.

next step: collision

Im glad you were somewhat impressed - how did u like my intro movie that i threw together in 5 mins


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Kohaku
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Posted: 24th Aug 2005 15:36 Edited at: 24th Aug 2005 15:50
I'm afraid that I won't be able to download it. It's a tad too big for me now.

Editz0rz..

But here's some collision info for AGE. When you add an object to the prefabs, make sure that you include the objects settings file. this will be the objects name with ".set" on the end, so "tree.x" will have a file called "tree.x.set" that handles its settings. Right now there is only one setting available, and that is the collision setting. For "stone hut.dbo" I have a file called "stone hut.dbo.set" that has the following text within:

The collision types available and the numbers that they are converted into for saving are:
"none" = "0"
"polygon" = "1"
"ground" = "2"

When I add more collision types to the frameworks, then I'll add more here too. In the next update, you may set a number instead of a collision name, so instead of "none", you may want to put "4", which will be the collision type that it is saved as. And I'm working on that now, so expect an update within a few days at the most.

Oh and one last note. When running a framework, the collision data for an object is stored in Level_Objects(Obj,9), and that will return the number of the collision type(2 for ground, 1 for polygon and 0 for no collison). Now, if you want, you could have a bash at collision code yourself.


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optical r
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Posted: 24th Aug 2005 16:02
nice one, ill have a look at that


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Dom
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Posted: 24th Aug 2005 20:24
Ya, nice intro vid, but you need to be able to skip it. I dont like sitting through it every time.

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
optical r
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Location: Prime
Posted: 25th Aug 2005 12:53 Edited at: 25th Aug 2005 12:54
sry dom, added a skip function.

check the wip board - new progress: new overworld with collsion, sky and sea. bootiful. Also, finished the npc code for speech


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Dom
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Posted: 25th Aug 2005 16:04
I cant see anything new on the WIp board

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
Dom
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Posted: 25th Aug 2005 16:49
When will the server be next online?

"A book. I hate books. book is stupid." -- Some lame idiot
Formerly Saberdude --DFStudios--
The Ringmaster
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Joined: 19th Mar 2005
Location: Cyberspace
Posted: 27th Aug 2005 04:15
With the download, it does a 404 on me. I have registered, login'd, etc, etc, but when I click on your link it comes up with:
Quote: "404--
Page Not Found"

Could you email the files to me, or use another client?

optical r
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Posted: 28th Aug 2005 20:36
erm if you're referring to the filefront download it has been removed.

try this one instead for a new version

[href]http://www.savefile.com/files/4782594 [/href]


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Alkaline
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Joined: 4th Dec 2003
Location: Seattle, Washington
Posted: 30th Aug 2005 05:58
Hello,

i was looking at your game and i saw that you had a server. I to have created a server for my game InDex, i dont know if you have seen it or not but i am trying to creat it online and i was wondering how you were able to get the client to send its data and then retrive all the data of all the other people connected. I can get it to work currently with 1 player but im trying to get multiple clients

thank you

768 DDR pc3200||ATI 9600xt 256mb||330 GB hard drive||Amd XP 3000+
InDex v2.0[url]http://forum.thegamecreators.com/?m=forum_view&t=58885&b=8 [/url]
optical r
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Posted: 30th Aug 2005 13:07
its quite simple really. but rather than me explain it, you should download AGE and use the mulitplayer framework that is provided with it. AGE is a free level editor and can be downloaded in Program Announcements.

Data is sent from the client at an interval (usually via the timer) and passed through a function.

For example, lets say we want to pass the position of your player to the server so that other clinet apps show your player on other apps:

You create a function which allows the objects positio sto be passed through



In principle this should send the characters out of the client (nbote, this exaple is examplified as if tyou were using mulitsync, as it sends data out backwards in a queue)

This date would be received by the server by reading in the data by checking for incomin data. Then by creating a iterated loop in the form of the length of the incoming mesage and reading each byte of dat inot new vars.

If you dont understand any of this (i am being a bit vague) then i would seriously consider spending some time revising networking of theory, or donwload AGE and work it out for yourself (like me ).


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
AtomR
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Location: Portugal
Posted: 31st Aug 2005 18:52 Edited at: 31st Aug 2005 19:05
Got it to work.
Nice to see a working client and server. Can't coment much about the game though as it still is very early to tell. BTW is the terrain supposed to be like I saw it. The faces direction seemed inverted here on my comp as the ground was mostly invisible except on some patches. Anyway keep up the work. I want to see this finished.

Take care
AtomR

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