Multiplayer Mod

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CommanderMark
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Re: Multiplayer Mod

Postby CommanderMark » Sun Sep 13, 2015 3:08 am

Catnipbuddy wrote:How tasty IS the vaginal fluid?

Not as tasty as you think.

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Re: Multiplayer Mod

Postby undead003 » Sun Sep 13, 2015 7:16 am

Relevant. (NSFW text)

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AgentParadox
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Re: Multiplayer Mod

Postby AgentParadox » Sun Sep 13, 2015 7:42 pm

undead003 wrote:-snip-. (NSFW text)

The fuck?

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Child Muncher
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Re: Multiplayer Mod

Postby Child Muncher » Sun Sep 13, 2015 9:10 pm

undead003 wrote:Relevant. (NSFW text)


I'm sorry, but you've got some problems.
Image

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D-9999
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Re: Multiplayer Mod

Postby D-9999 » Mon Sep 14, 2015 12:21 am

Child Muncher wrote:
undead003 wrote:Relevant. (NSFW text)


I'm sorry, but you've got some problems.

I started this. I have problems.

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Re: Multiplayer Mod

Postby undead003 » Mon Sep 14, 2015 4:53 am

A narration to the very work-friendly fiction, by ItsDuke
Child Muncher wrote:I'm sorry, but you've got some problems.

Aspergers, that's about it.

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Mr. Guy
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Re: Multiplayer Mod

Postby Mr. Guy » Tue Dec 01, 2015 2:57 am

Why couldn't you use the assets/libraries in the SCP 087-2 multiplayer mod to make SCP:CB multiplayer for the networking?
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CommanderMark
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Re: Multiplayer Mod

Postby CommanderMark » Tue Dec 01, 2015 12:59 pm

Mr. Guy wrote:Why couldn't you use the assets/libraries in the SCP 087-2 multiplayer mod to make SCP:CB multiplayer for the networking?

Probably because 087-B is less complex and has less stuff to sync between clients.

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juanjpro
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Re: Multiplayer Mod

Postby juanjpro » Tue Dec 01, 2015 1:14 pm

Mr. Guy wrote:Why couldn't you use the assets/libraries in the SCP 087-2 multiplayer mod to make SCP:CB multiplayer for the networking?

Networking in CB is far more complex than in this game, and back when I was working on it I barely had any idea of what I was doing. The main problem with the CB mod is that it uses variable timesteps by default, which makes proper syncing nearly impossible. I did implement fixed timesteps once I understood this issue but the game's code is still so disorganized and broken that I decided to stop working on that mod. 087-B's code is manageable because it's a smaller game.

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Mr. Guy
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Re: Multiplayer Mod

Postby Mr. Guy » Tue Dec 01, 2015 7:52 pm

juanjpro wrote:
Mr. Guy wrote:Why couldn't you use the assets/libraries in the SCP 087-2 multiplayer mod to make SCP:CB multiplayer for the networking?

Networking in CB is far more complex than in this game, and back when I was working on it I barely had any idea of what I was doing. The main problem with the CB mod is that it uses variable timesteps by default, which makes proper syncing nearly impossible. I did implement fixed timesteps once I understood this issue but the game's code is still so disorganized and broken that I decided to stop working on that mod. 087-B's code is manageable because it's a smaller game.


Oh ok. Thanks for the response.
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