Posted by: djdduty
« on: October 01, 2017, 08:52:18 PM »I'm not in the turok discord, is there a link somewhere with the discord invite so that I may join?
Posted by: djdduty« on: October 01, 2017, 08:52:18 PM »I'm not in the turok discord, is there a link somewhere with the discord invite so that I may join?
Posted by: PNill« on: October 01, 2017, 06:15:30 PM »Are you on the Turok discord?,
I'm always on Discord lol. I've started working with the networking side of things and have very basic data going back and fourth currently. Posted by: djdduty« on: October 01, 2017, 05:37:13 PM »You havent responded to me in ages either. Lol Well now I feel bad, there was a period where I didn't have skype installed, but I've been using it again for a while now and haven't had any missed messages. I'm easier to contact on discord since I use it for other things probably. Posted by: djdduty« on: October 01, 2017, 05:10:33 PM »Holy crap you're alive, you disappeared on Skype lol, as I'm sure you've seen I've made humongous amounts of progress lol. Have you been messaging me there? I still get online on skype but I haven't seen any missed messages. Posted by: PNill« on: October 01, 2017, 04:31:10 AM »It's alive! Awesome that you're making some progress on this! I'll have to check things out again soon.Holy crap you're alive, you disappeared on Skype lol, as I'm sure you've seen I've made humongous amounts of progress lol. Posted by: djdduty« on: October 01, 2017, 03:33:48 AM »It's alive! Awesome that you're making some progress on this! I'll have to check things out again soon.
Posted by: PNill« on: September 30, 2017, 05:44:32 AM »![]() Progress is starting to slow down but still making my way through it. I've managed to fix crashes related to damaging the other player or the other player dying/the other player damaging me. https://gyazo.com/5f49f51effe24e340895de706c4ec659 https://gyazo.com/ca7195ef6809065998b222acabc617c8 I'm able to make the other player fire/shoot as seen above via code with any weapon this was what a majority of the work today went into as well as finding a way to make the player uncrouch after crouching, and I can successfully make the player respawn. So we're getting close to having everything we need to start synchronizing the data over the network and doing some testing with people online playing vs just controlling the player via local code. There are still minor issues I want to fix before getting to that point such as:
Now working towards integrating networking and coming back to the rest of the bugs over time. Posted by: Jay Doomed« on: September 29, 2017, 10:04:36 AM »I see you're making good progress pretty quickly nice job. And cool that Edward helped you in some understanding too.
Posted by: PNill« on: September 28, 2017, 05:54:42 AM »More progress...
I've reverse engineered a majority of the player classes/structures in order to find ways to use the animations, force the player to fire, move (actually walk not slide like seen in previous videos). And I'm happy to say it's all working out quite nicely... Enemy I first gave a flame thrower, then forced their weapon switch entire from code. ![]() I've also actually generated headers for the C side of things so I can no control players in a pretty simple manner, Here's an example of giving the enemy a flame thrower and making him walk forward/then stopping him. Code: [Select]
I should start syncing things over network in no time. Things left to do outside of just syncing to the network/over the network.
All of the above being said I'm hoping to take care of a small portion of this by this weekend, and I will be going with Google Protobuf in order to serialize data for sending, and I'll probably write a hook inside one of the main game loops in order to handle the network traffic. Edit: Some short gifs demonstrating spawning, weapon switching and player walking... https://gyazo.com/28b68ff2e24228d4cb322f053d1da0d5 https://gyazo.com/a0d188e044c72031d9ee2f9a0158c42d https://gyazo.com/00035ba9fc739111a62b563a5e3599fb Posted by: Duke64« on: September 28, 2017, 01:27:12 AM »Nice job really good progress!
Posted by: PNill« on: September 27, 2017, 02:53:46 AM »Progress for tonight:
I was able to confirm I'm able to spawn more than 3 players ( meaning we can play more than 4 man games ). I was able to disable control to other players and only control my player specifically, meaning we're right on track. ![]() Posted by: PNill« on: September 26, 2017, 02:40:46 AM »Some additional progress to report, I've managed to get the 1st player to hold the camera and was successful and disabling some HUD elements for the second player.
The method I had thought would work to disable all HUD elements seems to not have worked. Sadly. I'll have to find another way to overcome this obstacle. In the mean time here's a gif in action https://gyazo.com/e4005ec75bfd52b6c82c2ea1e9990601 To be clear the only hud element really left is the 100 health, and the text that shows up when pickups are done I'll probably leave it this way for now and come back to it and start dealing with the controls. Things like going in the water or taking damage will have no effect on player 1's screen. Example: https://gyazo.com/f5c7efb9aec68a1e580a99cc70228745 Example 2: Player 1 in the water https://gyazo.com/a0d8d504c8bf686122da94bd95697125 Posted by: Rok« on: September 25, 2017, 12:52:03 PM »Wow looks like a lot of good progress. Nice job dude!
Posted by: Dinomite« on: September 25, 2017, 05:29:42 AM »* I have no way to *destroy* players upon a person leaving currently, we could simply kill them and never re-spawn them but this presents other problems which hopefully I'll be able to overcome.Nobody's complaining when it comes to a free frag. xD Posted by: PNill« on: September 25, 2017, 03:41:36 AM »Figure I should probably update this thread since it's been some time since I've made any progress here.
So the last I was working on this I hit a wall attempting to spawn additional players, I managed to solve that and ran into an issue where when spawning the additional player there was hud elements and camera mash between the two players. ![]() If you notice there's two of the little walk-way as well as other things... I also ended up having some fun with talset throwing a tantrum... https://gyazo.com/cb2e68619eeab773f8f90b1c8d525a8f Here's another example of the camera issues: ![]() And I'm happy to say I've managed to find a way to solve this, while it's not solved yet.... I am able to make only the spawned player's camera appear. ![]() Within the same sub routine I've also been able to identify effects (Water overlay, pickups, damage - red screen when taking damage) and how to disable them for specific players meaning I've actually fully accomplished this feat and can now start to synchronize the data between dynamically spawned players. After a long break I've made some serious progress and I'm pretty happy with myself as of right now. The next steps I'm going to have to take... * I need to disable the input from player 1 going into player 2, I haven't determined what's causing that yet but I should be able to figure it out. * Sounds still play for the spawned player picking things up but this is probably a wont-fix at this time. * There is no sync or multiplayer functionality currently. * I cannot force the game into a level yet on startup which I'd like to do so that we can have an external lobby system similar to znandroum or zdaemon. * I have no way to *destroy* players upon a person leaving currently, we could simply kill them and never re-spawn them but this presents other problems which hopefully I'll be able to overcome. In the mean time things are progressing quite nicely with this roadblock finally out of the way. |