Re: Multiplayer Mod

#27
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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Re: Multiplayer Mod

#28
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.
99% of my statements are my own opinion. I have no idea what the last percent is though.

Re: Multiplayer Mod

#29
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

#30
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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