Posted by: Jay Doomed
« on: November 06, 2018, 11:05:39 AM »Great job! how's it going so far in testing?


Posted by: Jay Doomed« on: November 06, 2018, 11:05:39 AM »Great job! how's it going so far in testing?
![]() Posted by: PNill« on: November 04, 2018, 03:48:07 PM »For those of you not on the discord,
I started working on a server browser for this and it's coming along slowly: ![]() Posted by: Dinomite« on: November 18, 2017, 04:25:36 AM »A multiplayer match hosted on my own server. Everyone played a bit worse in terms of aim due to lag. Players in the video: Dinomite, Pnill, djdduty. Posted by: Dinomite« on: November 05, 2017, 03:11:15 AM »This will the the "shite" when it's finished. I can safely say that you guys are my hero's now. I cannot wait for the finished product!That is the plan. The editor is far in development, while MP deathmatch is in playable state, but most features still are broken. Check my channel for updates on it if you havent already. Ive made vidros of it, but still have loads to upload. Posted by: The GFPes« on: November 04, 2017, 11:40:47 PM »This will the the "shite" when it's finished. I can safely say that you guys are my hero's now. I cannot wait for the finished product!
![]() ![]() ![]() ![]() Posted by: Dinomite« on: October 14, 2017, 08:47:33 AM »Absolutely necessary!The monkey was a nice touch ![]() ![]() Posted by: Stinkee2« on: October 14, 2017, 07:54:56 AM »The monkey was a nice touch 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. |