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miso
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Joined: 16th Jun 2010
Location: Budapest, Hungary, 127.0.0.1
Posted: 26th Jun 2010 20:38
Sure, I'm interested. Let's see
miso
16
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Posted: 26th Jun 2010 23:08
Added graphic mouse cursor functions. Placeholder mouse appears ingame, so it has to be replaced by a 2d artist to be openfps-like.

Mouse functions works well, fast, it can fade in/out, hide and show.
BMacZero
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Posted: 26th Jun 2010 23:22
Excellent. I'm getting DX updated on my new laptop so I can run the thing .

Derekioh
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Posted: 27th Jun 2010 01:49
Now for multiplayer, what are we gonna use? By that I mean db pro built-in commands or something else?

thenerd
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Posted: 27th Jun 2010 03:20
well, we definitely won't be using the dbpro default commands, because they use a version of directplay which requires port forwarding on all the clients as well as servers, because it was designed for client-to-client connections, and even if we got that working, the commands are really buggy and hard to work with. I think our best bet would be multisync, it's free and very versatile.
Miso, your gui code is amazing! the fonts and cursor look awesome, and your code is really well written. Nice work!


miso
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Posted: 27th Jun 2010 04:03
Thanks TheNerd! Just wait until I implement everything. Soon I will upload the fontmaker tool.

For multiplayer, mikenet would be ideal, I found it very useful. Sadly, its not free, so we cant use it here.

Multisync is very good, but unfortunately its uses only TCP if I remember well.

Somewhere, there was a free plugin called tempest, using tcp and udp that may fit. I never tried the commands that are in Ian's matrix1 plug, but it may fit as well. It handles both TCP and UDP.
Bad thing, there are no examples, but at least the commands are very well documented.
BMacZero
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Posted: 27th Jun 2010 05:06
Tempest is supposed to be an old version of Multisync.

thenerd
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Posted: 27th Jun 2010 14:09 Edited at: 27th Jun 2010 14:12
matrix1 has multiplayer commands? I might have to check that out...

Quote: "Tempest is supposed to be an old version of Multisync."

Tempest isn't available any more, the author removed the download link.


miso
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Posted: 27th Jun 2010 19:56
Chris, the new dynamic menu background looks awesome! Meanwhile I added an input console.
I uploaded, but still working on it.
Derekioh
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Posted: 27th Jun 2010 20:15
Thenerd, you said you guys made a network pathing design, could i see it?

thenerd
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Posted: 27th Jun 2010 21:56 Edited at: 27th Jun 2010 21:58
I'll try and find it when I get back on my other computer, but I might have to recreate it because my hard drive crashed and I lost a lot of data, but no matter what I'll post it today or tomorrow.

miso, thanks!
your console and gui system looks great, amazing work so far...


thenerd
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Posted: 28th Jun 2010 01:19 Edited at: 28th Jun 2010 01:25
I found part of the network design, it doesn't cover the specific client-server interactions but it does show how the general network will be structured. it's attached as a pdf, and is also uploaded into the Documentation svn folder.
by the way, I do have a computer that is running 24/7 for use as a game server:

(I'm in boston)
it's pretty fast and reliable...


BMacZero
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Posted: 28th Jun 2010 07:02
Spent a bit working on catmull-rom splines in my pathfinding demo and then got distracted by my download of Visual Studio 2010 finishing .

Should have something to show in a day or two.

Hayer
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Location: Norway
Posted: 28th Jun 2010 15:11


*caugh* *caugh*

Keep it simple.
Questions? Mail me
thenerd
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Posted: 28th Jun 2010 15:35
wow, that's amazing, even when the server's only 50 miles away...we do need people to eventually host servers...*hint hint*


BMacZero
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Posted: 28th Jun 2010 16:38
Not yet we don't, but eventually .

BMacZero
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Posted: 29th Jun 2010 17:23
I haven't been able to run the game yet, but these updates are sounding really good .

thenerd
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Posted: 29th Jun 2010 20:06
Hope you can run it soon, we've added a lot of cool stuff...

Just a random fact, we have 100 SVN revisions!


Kryogenik
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Location: Heidelberg, Germany
Posted: 29th Jun 2010 20:36
Just to throw in about networking, there is a UDP version of Multisync somewhere on the forums. It's supports multiple instances, so you can host multiple games on a computer. UDP has the disadvantage of possible packet loss or packets coming in the wrong order, so you'd have to make code accordingly. For a big project like this, I'd say Dark Net might be worth getting. It has perks like broadcasting LAN games so you don't have to know the server's local IP, and more functionality in general. Each of you guys could pitch in a few bucks to get it, I guess.

Anyway, how is OpenFPS going? You guys have a giant thread here so I can't look through the whole thing, but what do you guys have? Any demos? Just curious, looks like a big project and a lot of fun to play

cout<<"I'm learning C++, and this is all I know \n"
miso
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Posted: 29th Jun 2010 23:34
Kryogenik:

Well, I'm very new here, so I don't know how much my words may weight. I think there's still a LOT to do, but I find so much enthusiasm in the members, that I'm very glad to be a part of the project.

Basically it's an open source developement "ab ovo", so you will need only a TortoiseSVN version handler program and a google code account to download and run the current version. And if you like, you may contribute code or media to the project too.

You may find instructions here:http://www.devstorm.co.uk/viewtopic.php?f=34&t=84

For networking, I think UDP is a must have to quickly update player coordinates. I agree, that Darknet would be the best decision to handle networking, but because OpenFPS is opensource, the project creators decided to use only free third party programs. Fact is, there's some reason in this choice.
BMacZero
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Posted: 30th Jun 2010 03:39
Well said, miso!

BMacZero
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Posted: 4th Jul 2010 04:36
nerd, you don't need to make so many changes to the code just to add blank source files, you're spamming my e-mail. What is 'module_visuals.dba" even for?

thenerd
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Posted: 4th Jul 2010 04:58
sorry, I'll try not to do that...

module_visuals is something me and miso are working on, for visual effects such as the skybox, particles, shaders, all that stuff.


BMacZero
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Posted: 4th Jul 2010 06:17 Edited at: 4th Jul 2010 06:17
Well, here's what I've been working on.

Pathfinding demo:


It needs a lot of cleanup and a few tweaks. The catmull-rom paths are pretty nifty, but I that's more of an RTS thing so we probably won't use them.

BMacZero
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Posted: 4th Jul 2010 06:31
What are these .nfo files with the skybox? More textures? I don't recognize the extension.

miso
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Location: Budapest, Hungary, 127.0.0.1
Posted: 4th Jul 2010 12:13 Edited at: 4th Jul 2010 12:28
The .nfo files are normal .txt files, just with some info who made or where I downloaded the media from. It can be removed of course, if it`s not needed.

Edit: I will change them to .txt next time I add something.

I would like to change the World, but they won't give me the Source.

No place like 127.0.0.1 .
thenerd
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Posted: 7th Jul 2010 01:05
@Bmaczero, amazing code there! It works perfectly, and the interpolation makes it look really great. nice work.

Miso and I are starting work on the multiplayer module, we found a great TCP and UDP plugin by Barnsky called Winsock, here's the thread. I want to see what people think about it, personally, I think it works really well, and it does UDP and TCP. but we could stay with multisync, what does everyone think?


Derekioh
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Posted: 7th Jul 2010 01:59
@thenerd Winsock looks good, I'll look at it more tonight.

thenerd
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Posted: 7th Jul 2010 02:06
Ok, we are rewriting the main menu with miso's UI module right now, I am going to be able to run a master server 24/7 to handle the server list and chat lobby, so I might code a little of that but I'll leave most of the actual game's multiplayer to you.


Derekioh
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Posted: 7th Jul 2010 04:26
thats fine, i'm not very good at starting anyway.

BMacZero
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Posted: 7th Jul 2010 17:09
Alright, I really need to start figuring out why this won't compile for me. Can someone upload just the exe as a post attachment or something?

thenerd
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Posted: 7th Jul 2010 18:52
Ok, here you go.


BMacZero
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Posted: 7th Jul 2010 19:04
Okay, that works (and looks really spiffy!), so it must be a compiler problem...

thenerd
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Posted: 7th Jul 2010 19:17
hm, what kind of crash is it?


BMacZero
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Posted: 7th Jul 2010 19:29
Generic "Biostorm has stopped working...Windows is checking for a solution to this problem..."

thenerd
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Posted: 7th Jul 2010 19:48
hm, no modname? post the information from the more info thing, and also, it should have output a log hmtl file, upload that, maybe then I could figure out why. miso's debug functions are really useful, I've used them a ton, they saved me a lot of time when I was getting errors on exiting, It finally helped me figure out I forgot to declare one variable as a global.


BMacZero
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Posted: 7th Jul 2010 20:08
There isn't any more information (Win7 tends to treat you like you don't know anything about computers), and the program isn't even starting to run - I put a Matrix1 report error command at the very beginning and that doesn't show up, and the log file isn't even created.

Maybe I'm missing a plugin and Codesurge isn't figuring out - did you add any plugins recently (is Winsock in yet?)

thenerd
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Posted: 7th Jul 2010 20:28
hm, that's odd, it might be a plugin, but we are still using the same plugins...winsock is only in the master server, I haven't coded it into the menu yet. Maybe it's advanced sprites, miso is using that for the ui module. do you have that installed?


BMacZero
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Posted: 7th Jul 2010 20:37
I have advanced sprites.

thenerd
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Posted: 7th Jul 2010 22:39
well, maybe try running it in compatibility mode or something, me and miso both have XP, so it might be an operating-system specific problem we missed.


miso
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Posted: 8th Jul 2010 03:58 Edited at: 8th Aug 2010 15:41
Advanced sprites has been tested on win 7, and it works very well.
I uploaded some dlls, try to unpack them into the main folder of the game, and see what happens.

No place like 127.0.0.1 .
Derekioh
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Posted: 11th Jul 2010 01:15 Edited at: 11th Jul 2010 01:24
@thenerd I just updated my open fps svn folder and i realized you changed some stuff in the mulitplayer module. You know its funny because most of the changes you made, I made just last night. Anyway, Should i hold off on putting code in the multiplayer module until we can fully connect the modules together (of course i'll still code the stuff on my own), or should i just place hold it in the module until we can get things like menus and other stuff together?

EDIT: I also forgot, are we gonna have a message queue system. If so, there is some source code in the code snippet section. The system would tell if someone connected, disconnected, killed, etc.. Just an idea.

miso
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Posted: 11th Jul 2010 01:37
@Derekioh

Can you add me to msn? It would be a bit faster that way.

No place like 127.0.0.1 .
Derekioh
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Posted: 11th Jul 2010 01:38
I don't have msn, but i'll get it. hold on one sec...

Derekioh
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Posted: 11th Jul 2010 01:41
i asked to join now i'm waiting for approval.

miso
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Posted: 11th Jul 2010 01:50
Run OpenFPS then, we may use that for chat.

No place like 127.0.0.1 .
Derekioh
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Posted: 11th Jul 2010 01:53
Sorry, i'm confused, use openfps as chat?

thenerd
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Posted: 11th Jul 2010 02:36
yup, the modifications in the multiplayer module were for a chat in the menu, it's always going to be up from now on.


BMacZero
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Posted: 16th Jul 2010 21:40
Heh, awesome .

Indicium
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Posted: 16th Jul 2010 22:48
Where can I test this? Do I have to download all that file sharing stuff ;(

Rawwrr. Sig Fail.
Newcastle is awesome

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