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Re: Multiplayer mod - UNRELEASED

Posted: Wed Nov 26, 2014 7:01 am
by TanmanG
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?

Re: Multiplayer mod - UNRELEASED

Posted: Wed Nov 26, 2014 7:21 am
by MonocleBios
TanmanG wrote:Oh okay. And once again a bit of a newbie to the frums, but what does Irrlicht mean?
Irrlicht is an open source, 3D engine written in C++.

Re: Multiplayer mod - UNRELEASED

Posted: Thu Dec 04, 2014 12:41 pm
by ShadowZ
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

Posted: Fri Jan 02, 2015 11:36 pm
by epicgamer123
It is going to make until maintaining 2015 you are always in heights work or ?
This mod has you he abandoned ?

Re: Multiplayer mod - UNRELEASED

Posted: Sat Jan 03, 2015 1:20 am
by D-9999
epicgamer123 wrote:It is going to make until maintaining 2015 you are always in heights work or ?
This mod has you he abandoned ?
First of all; Please learn proper English.
Second of all; The mod isn't abandoned. I bloody hate when people make assumptions just based on inactivity. ShadowZ and Juan have lives too, give them some time.

Re: Multiplayer mod - UNRELEASED

Posted: Mon Jan 19, 2015 3:44 pm
by Hubbawubba64
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?

Re: Multiplayer mod - UNRELEASED

Posted: Mon Jan 19, 2015 3:54 pm
by juanjp600
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

Posted: Mon Feb 23, 2015 8:36 pm
by Mr. Guy
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.

Re: Multiplayer mod - UNRELEASED

Posted: Tue Feb 24, 2015 12:22 am
by Nehpys
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.

Re: Multiplayer mod - UNRELEASED

Posted: Tue Feb 24, 2015 1:45 am
by D-9999