Re: Multiplayer Mod
Posted: Sun Sep 13, 2015 3:08 am
Not as tasty as you think.Catnipbuddy wrote:How tasty IS the vaginal fluid?
Not as tasty as you think.Catnipbuddy wrote:How tasty IS the vaginal fluid?
The fuck?undead003 wrote:-snip-. (NSFW text)
I'm sorry, but you've got some problems.undead003 wrote:Relevant. (NSFW text)
I started this. I have problems.Child Muncher wrote:I'm sorry, but you've got some problems.undead003 wrote:Relevant. (NSFW text)
Aspergers, that's about it.Child Muncher wrote:I'm sorry, but you've got some problems.
Probably because 087-B is less complex and has less stuff to sync between clients.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.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?
Oh ok. Thanks for the response.juanjpro wrote: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.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?