Re: Multiplayer mod - UNRELEASED

#681
RancidBuffalo wrote:Hi and welcome to the forum!

If you look back a few pages, you'll notice that Juan announced that--due to performance issues and B3d limitations--he's decided to do this as part of his Irrlicht port of the game instead, which should be much quicker.

However, he released some of his source code in case anyone else wanted to try to implement it in the current B3d version of the game.
Oh okay. And once again a bit of a newbie to the frums, but what does Irrlicht mean?
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Re: Multiplayer mod - UNRELEASED

#683
Okay, im back :)

Let me explain the situation a bit. Me and Juan were working on the mod and it was going pretty well. It was starting to get quite playable, although still needed a ton of work. Also, we both had other things to do and mp mod wasn't our priority. Day by day we had less time for it till the moment when we had none. Everytime I looked at the code it seemed weird. There were some dirty workarounds, unclear "magic". I decided to rewrite it from scratch but had no time (yeah, I have personal life, sorry guys...).

Last week I had few free days and I decided to finally start it. Properly this time. I found a nice networking library called "Enet", wrote blitz3d userlib (those who know how whats that know that it's a real pain in the ass). Anyway, I managed to get networking OUTSIDE of b3d using C++ (yay). C++ beats b3d at every possible category... I decided to write as much as I can with C++ and only hook it a bit with b3d. However, this useless engine gave me no chance to do that. Im still forced to use b3d but at least the networking code is done by external .dll, which will speed up things a lot.

In the meantime I got a job, so it really don't have free time now :/ Also, juan started his irrlicht port and I'm wondering if it wouldn't be better if I just wait for it and then implement it... Ah, I'm also affected by the "missing items" bug...

I don't know what I'm going to do next... If I find more time then I'll try to finish the mod on blitz3d engine.

Re: Multiplayer mod - UNRELEASED

#686
ShadowZ wrote:it was going pretty well. It was starting to get quite playable, although still needed a ton of work.

In the meantime I got a job, so it really don't have free time now :/ Also, juan started his irrlicht port and I'm wondering if it wouldn't be better if I just wait for it and then implement it...
Might I ask how elevators work, and if they teleport items?
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.

Re: Multiplayer mod - UNRELEASED

#687
We never got to actually implementing elevators properly because there still were several issues with the player's movement that we needed to fix. Last time we tested it, we were rubberbanding a bit. Now that I think of it, we should've gotten rid of FPSfactor to use fixed timesteps instead, that would've made things much better.

Re: Multiplayer mod - UNRELEASED

#688
juanjpro wrote:We never got to actually implementing elevators properly because there still were several issues with the player's movement that we needed to fix. Last time we tested it, we were rubberbanding a bit. Now that I think of it, we should've gotten rid of FPSfactor to use fixed timesteps instead, that would've made things much better.
Got any screenshots or videos available? cause we would love to see the progress.
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Re: Multiplayer mod - UNRELEASED

#689
Mr. Guy wrote:
juanjpro wrote:We never got to actually implementing elevators properly because there still were several issues with the player's movement that we needed to fix. Last time we tested it, we were rubberbanding a bit. Now that I think of it, we should've gotten rid of FPSfactor to use fixed timesteps instead, that would've made things much better.
Got any screenshots or videos available? cause we would love to see the progress.

There is one video, but it's outdated.