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Re: Multiplayer Mod

Posted: Sun Sep 13, 2015 3:08 am
by CommanderMark
Catnipbuddy wrote:How tasty IS the vaginal fluid?
Not as tasty as you think.

Re: Multiplayer Mod

Posted: Sun Sep 13, 2015 7:16 am
by undead003
Relevant. (NSFW text)

Re: Multiplayer Mod

Posted: Sun Sep 13, 2015 7:42 pm
by AgentParadox
undead003 wrote:-snip-. (NSFW text)
The fuck?

Re: Multiplayer Mod

Posted: Sun Sep 13, 2015 9:10 pm
by Child Muncher
undead003 wrote:Relevant. (NSFW text)
I'm sorry, but you've got some problems.

Re: Multiplayer Mod

Posted: Mon Sep 14, 2015 12:21 am
by D-9999
Child Muncher wrote:
undead003 wrote:Relevant. (NSFW text)
I'm sorry, but you've got some problems.
I started this. I have problems.

Re: Multiplayer Mod

Posted: Mon Sep 14, 2015 4:53 am
by undead003
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.

Re: Multiplayer Mod

Posted: Tue Dec 01, 2015 2:57 am
by Mr. Guy
Why couldn't you use the assets/libraries in the SCP 087-2 multiplayer mod to make SCP:CB multiplayer for the networking?

Re: Multiplayer Mod

Posted: Tue Dec 01, 2015 12:59 pm
by CommanderMark
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.

Re: Multiplayer Mod

Posted: Tue Dec 01, 2015 1:14 pm
by juanjp600
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.

Re: Multiplayer Mod

Posted: Tue Dec 01, 2015 7:52 pm
by Mr. Guy
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.