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Topic Summary

Posted by: Dinomite
« on: October 14, 2017, 08:47:33 AM »

Posted by: Stinkee2
« on: October 14, 2017, 07:54:56 AM »

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 »

 :you're kidding, right:

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:

  • I've noticed slowdown when switching to the rocket launcher while the second player was holding it, like actual frame lag/game freeze for a half a second or so... need to determine if this is related to the second player in any way... it's possible there's some game lag in relation to secondary rendering occurring.
  • Player death messages and other hud elements such as health and ammo for the other player still appear on the first screen, I have an idea of where to look to resolve this but have not done it yet.
  • Player hud elements such as health, and pickups are still appearing currently but will be fixed.
  • Powerups (Damage increase, power boots, speed increase, health regen, etc) is still not something I've been able to synchronize or determine how they work, there will be de-sync issues with this.
  • When the 1st player dies they control every player in the game. I have an idea on why this is happening and just haven't really decided on how to go about fixing it yet.
    Example: https://gyazo.com/839ad45aa3a64bd9a922144bcc233f72

    If I can think of anything else I need to add to this list before I think this is ready for any kind of testing I'll be sure to do so, these things are not major issues so hopefully I'm able to fix them within a few hours tomorrow and start working on networking side of things.

    EDIT:
    Discovered a new bug...
  • When there's more than 2 additional players spawned into the game when a player is re-spawned their 'first person' weapon spawns/is visible for some reason.


Now working towards integrating networking and coming back to the rest of the bugs over time.
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