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GSTNet, Crude Shooter Code #165734
11/04/07 17:15
11/04/07 17:15
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Here is a crude demo of a Deathmatch shooter.

http://www.wasteland.at/xspire_online.zip

Its targeted for 8 Players Max.

These things should work:

chat,
client list,
movement,
shooting (the shots dont harm the players yet, this will be added later)
animation (simple jump and run animations)

All Aliens are in the level, but stand still until a player takes over one.
The "moving platform" is not synced on the clients, so it
is probably seen on the wrong position.

the default port is 2300 it is running on.

When connecting to the server, you need to enter the name and
the Server-IP adress.
Only the clients can play. You have to start a seperate client on the server-machine
to play.

Would be nice to hear some feedback, and maybe someone can start an online session.

Re: GSTNet, Crude Shooter Code [Re: Damocles] #165735
11/04/07 17:21
11/04/07 17:21
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I started a server on the IP:

217.88.162.115

But I am not good in configuring my router, you might try to join tonight.
(you can also edit the ip text in the folder, so you dont need to enter the IP
everytime per hand)

Re: GSTNet, Crude Shooter Code [Re: Damocles] #165736
11/04/07 17:26
11/04/07 17:26
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline
Serious User
nfs42  Offline
Serious User
N

Joined: Jun 2001
Posts: 1,004
Dossenbach
nice to see you're still in
server up and running on 84.159.34.138


Andreas
GSTools - Home of
GSTScript 0.9.8: lua scripting for A6/7/8
GSTNet 0.7.9.20: network plugin for A6/7/8
GSTsqlite 1.3.7: sql database plugin for A6/7/8
3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: GSTNet, Crude Shooter Code [Re: nfs42] #165737
11/04/07 17:32
11/04/07 17:32
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Not perfect, but runs basically

Did your server crash?
Maybe I send to many updates

Re: GSTNet, Crude Shooter Code [Re: nfs42] #165738
11/04/07 17:41
11/04/07 17:41
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline
Serious User
nfs42  Offline
Serious User
N

Joined: Jun 2001
Posts: 1,004
Dossenbach
neue ip: 84.159.25.59

einfach in der ip.txt als erste zeile eingeben



Andreas
GSTools - Home of
GSTScript 0.9.8: lua scripting for A6/7/8
GSTNet 0.7.9.20: network plugin for A6/7/8
GSTsqlite 1.3.7: sql database plugin for A6/7/8
3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: GSTNet, Crude Shooter Code [Re: nfs42] #165739
11/04/07 19:08
11/04/07 19:08
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
User
SchokoKeks  Offline
User
S

Joined: Nov 2002
Posts: 913
Berlin, Germany
Couldn't connect to your servers...

Played locally. The movement was quite behind my input. This should not happen because both the server and the client were on the same computer.
Other than that, no lag was noticeable, which is great! I would love to try this online. I would advise you to display the current ping somewhere. This helps debugging.

P.S.: Currently working on a small shooter using native 3DGS multiplayer. We could compare which system works better online .

Re: GSTNet, Crude Shooter Code [Re: SchokoKeks] #165740
11/04/07 19:18
11/04/07 19:18
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
To reduce the bandwith usage, I limided the updates to 16 per second.
Also, the camera is smoothed, and thus reacts slower than the actual player.
This can be left out on a local machine, but makes the movement smoother
on an internet game. (it should in the end, adapt itself to the ping/latency
to work best in all situations)
I joined a game with nfs, and it was running well, given the functionality
that is implemented to this state.

I use GSTNet, especially to not have to tangle with
the 3dgs multiplayer shortcomings, and its system, that dictates the multiplayer
in an unnessesary way.
With GSTNet I have full controll about the data send,
not with 3dgs-multiplayer.

Re: GSTNet, Crude Shooter Code [Re: Damocles] #165741
11/04/07 19:37
11/04/07 19:37
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline
Serious User
nfs42  Offline
Serious User
N

Joined: Jun 2001
Posts: 1,004
Dossenbach
sorry I've had to restart my router.
now you can connect via: gstools.servegame.com


Andreas
GSTools - Home of
GSTScript 0.9.8: lua scripting for A6/7/8
GSTNet 0.7.9.20: network plugin for A6/7/8
GSTsqlite 1.3.7: sql database plugin for A6/7/8
3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
Re: GSTNet, Crude Shooter Code [Re: nfs42] #165742
11/04/07 20:11
11/04/07 20:11
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I will add a functional weapon, so the testing will be more fun

Re: GSTNet, Crude Shooter Code [Re: Damocles] #165743
11/04/07 20:46
11/04/07 20:46
Joined: Jun 2001
Posts: 1,004
Dossenbach
N
nfs42 Offline
Serious User
nfs42  Offline
Serious User
N

Joined: Jun 2001
Posts: 1,004
Dossenbach
nice


Andreas
GSTools - Home of
GSTScript 0.9.8: lua scripting for A6/7/8
GSTNet 0.7.9.20: network plugin for A6/7/8
GSTsqlite 1.3.7: sql database plugin for A6/7/8
3DGS Codebase: 57 snippets || 3DGS Downloads: 248 files
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