Posted by: Dinomite« on: October 14, 2017, 05:06:55 AM »Posted by: Jay Doomed« on: October 09, 2017, 11:10:42 AM »Awesome work dudes!
Posted by: Rok« on: October 08, 2017, 06:33:31 PM »Really good to see that good progress there. Looks like its going pretty well to.
Posted by: PNill« on: October 07, 2017, 08:49:43 PM »I've got most of the networking working while it's not perfect it's out of sync currently, there's still a lot of crashes, and there's a few things I'd still like to fix...
There's still a lot to do in terms of forcing the engine to load levels directly, have lobbies, player join messages, chat, some kind of way to identify each player, the ability to choose who you want to be... Among other things. Posted by: PNill« on: October 02, 2017, 11:07:20 PM »Well I started testing out the current network code:
Things work fine on the host end, the host is able to see the player move everything is pretty real-time. When the client sees the host move however it doesn't quite workout in real time it seems very delayed. An example of that can be seen here: UPDATE: Thanks to edward and djduty I figured out what the issue was there and fixed it should be pretty smooth sailing and optimization from here out.... Posted by: PNill« on: October 02, 2017, 05:33:45 AM »I've implemented very simplistic networking and committed the latest code to the github.
Currently I do not have any content or updates to provide sadly a lot of my time will now be spent solving these issues: https://github.com/PermaNulled/T4MP/issues 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 |