I don't have much experience with d3d either, but in opengl I use glClear, and with 3D games usually graphics programmers set it to also clear the depth buffer and stencil buffer. Sometimes those two buffers are even combined. I doubt this game does anything with the stencil buffer though.This is the kind of thing I've missed in the past, even when I've written it myself. Then worn myself out for a week trying to figure out why something isn't rendering properly. It's kind of interesting to me that that's a problem that exists in the PC version at all. That's the kind of thing I'd think they'd notice and fix early on in the development of the multiplayer.
That is good progress indeed. I actually wouldn't even care if it has split screen at least till the solution came up for it which I hope would eventually come. But I wouldn't mind it personally. If the co op mode worked 2 player split screen co op would be bad ass though. That is awesome there can the players hurt each other already to? xD
Well it would be funny if you or Iggy smacked each other with the Warclub. I just keep feeling like it was going to happen in the video there lol. So who is who I mean who is top and bottom in that? But of course you want to send the least amount of data. So your saying that creating the way to actually send/render it correctly is the specific issue? I do wish I could help there but I don't think I will be much help on that myself. Its been interesting seeing this much so far though even know we took a trip to the ghetto it was fun hehe
The issue has nothing to do with the method I will use to sync the data between players...But to explain the way that it works is he's controlling the 2nd player on my screen where I am controlling the second on his.It's not really mapping my local input to player 2 and controlling player 2 on him or anything like that.On our local screens we are both player 1, and remotely we are both player 2.
Video of the "Ghetto match" should be up soon.
Quote from: PermaNull on April 28, 2016, 09:50:53 AMThe issue has nothing to do with the method I will use to sync the data between players...But to explain the way that it works is he's controlling the 2nd player on my screen where I am controlling the second on his.It's not really mapping my local input to player 2 and controlling player 2 on him or anything like that.On our local screens we are both player 1, and remotely we are both player 2.Ahh I see that's got to be pretty confusing there dealing with that I hope you can figure it out though sounds crazy. I imagine that is ghetto Quote from: Dinomite on April 28, 2016, 12:33:57 PMVideo of the "Ghetto match" should be up soon.I gotta see this hehe Turok ghetto wars.