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Re: POPULACE or 3DGS?
[Re: MadMark]
#104836
01/31/07 04:53
01/31/07 04:53
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Joined: Nov 2000
Posts: 1,534 hamburg
Samb
Serious User
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Serious User
Joined: Nov 2000
Posts: 1,534
hamburg
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Quote:
Oh man, you got me all fired up here, now. I've downloaded the SpaceFlag demo, and will be checking it out on the weekend (if the wife let's me). The price is right if it works as advertised. You are sure to sell volume at $50 a "PoP".
Cheers! Mark
hey madmark the spaceflag isnt the best way to demonstrate populace. the code looks like its have been written for the 3DGS multiplayer engine and just converted to populace. the game doesnt work. i think I will have my bomberman game ready to test at friday. that will be a better reference
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Re: POPULACE or 3DGS?
[Re: Samb]
#104837
02/01/07 01:23
02/01/07 01:23
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
User
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User
Joined: Aug 2002
Posts: 572
Toronto
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NUTZ! I'm still poking around at my own spacer, and although it's FPS, I was hoping to see some relevance. I will look for your Bomberman then, and learn wherever I find knowledge. Multi-Player has been just a far off aspiration as I am but a budding scripter in a field full of blooming programmers...
Thanks samb, etal. Mark
People who live in glass houses shouldn't vacuum naked.
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Re: POPULACE or 3DGS?
[Re: Locoweed]
#104838
02/05/07 02:24
02/05/07 02:24
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Joined: Apr 2006
Posts: 1,551 Netherlands
D3D
Serious User
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Serious User
Joined: Apr 2006
Posts: 1,551
Netherlands
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Hello Locoweed, Really liked going trough the previous MP tutorial for GameStudio made by you and also reading the experiences from Ulf on this forum in the past. I don't make anything commercial. Just like to play with sth as an hobby, therefore I can't afford to buy GameStudio Professional for some extra MP features. However, when you finish the tutorials I intent to purchase Populace! The reason I don't want to buy it right now is because of missing a good tutorial. Yes I know there are Populace Help, an extensive Populace API (ecg_mulitplay_wdl) and sample c-script file. (mPlay_sample_wdl). Plus sample game Space Flag available. Still, i'd like to learn things step by step from scratch. The way you explain things. Thanks. Dusty
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Re: POPULACE or 3DGS?
[Re: D3D]
#104839
02/13/07 12:42
02/13/07 12:42
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Joined: Aug 2004
Posts: 74
East_Coast_Games
Junior Member
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Junior Member
Joined: Aug 2004
Posts: 74
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Dusty - No problem or explaination necessary. We appreicate your interest.
Last edited by East_Coast_Games; 02/13/07 12:43.
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Re: POPULACE or 3DGS?
[Re: East_Coast_Games]
#104840
02/19/07 14:55
02/19/07 14:55
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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East_Coast_games, 2 things. 1) MP_EntityCreate is slow. So what I'm looking for is a way to update my rockets/missiles some other way. Basically, I want to use ent_create and that way create the missile on every client. Then I want the missiles on each computer to move the same way. I would use MP_EntityCreate, but it lags every time I do, and It's really annoying if the game stops for .25 of a second every time you shoot. Any ideas? How could I use the normal ent_create and still update the entity? Or would MP_TrackDefaults be enough? Would that work if I just create the entity on one client using ent_create?
2) When you join a game, and the IP address is wrong, it freezes. It would be good if you could at least exit the game or something...hmm...
Thanks, Micha
~"I never let school interfere with my education"~ -Mark Twain
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Re: POPULACE or 3DGS?
[Re: Ran Man]
#104843
02/19/07 22:19
02/19/07 22:19
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Very good suggestion, and I thought about using that method at first. Then it turned out we'll have so many missiles this might not work out. The problem is: Every player can buy his missiles, his ammo. That means every time he buys ammo the game would have to freeze. I guess I could use this method, but I really would prefer another one... thx though!
~"I never let school interfere with my education"~ -Mark Twain
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Re: POPULACE or 3DGS?
[Re: PHeMoX]
#104845
02/20/07 08:21
02/20/07 08:21
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Well, the goal is 16 players. (including AI, if I get it done...) You have different types of rockets: a single rocket, or you can shoot 3 or maybe even 5 at the same time. You'll have a max of probably 20 rockets... But since you have "reload" times in there, and you can only shoot the next rocket after about 4 secs (or even less), you can still shoot all 20 rockets before the first one explodes, 3*7 = 21, so you'd have to shoot 7 times to shoot all rockets, 7*4seconds = 28, and it takes about 40 secs for a rocket to run out of fuel and explode. that means I could have a max of 20 rockets in the game from just one player. 20*16 is 320 rockets. Additional to that I need the lasers + the mines (the latter don't get removed after some time)... so it would be a lot of entities that I'd have to create. And I'd rather have more rockets than I just mentioned, not less...
I'll fiddle around with this: you create the rocket using ent_create and assign an index number to it. Then you send a command to all other players and they create a rocket with the same index number. then you can update the rocket's angle, speed vector, and position every view frames...
Not the best method, but I'll try it anyways...
Thanks! Micha
~"I never let school interfere with my education"~ -Mark Twain
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