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#126 01/22/11 02:01

kornflakes89
Member
From: Glennie Michigan
Registered: 01/05/11

Re: Flatline Alpha

hmm, that looks kinda cool i might try it sometime.

i wonder, since it looks like you got it working so well, any chance that there might be a coop mode for all the levels?

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#127 01/22/11 04:01

Den
Member
From: Västerås Sweden
Registered: 09/24/10

Re: Flatline Alpha

'kidokes, got hamachi up and running I suppoooose..
Yet have to experience a duel!

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#128 01/22/11 10:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

In the future I hope to get coop mode working. For now I need to fix the crashes.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#129 01/22/11 12:01

Lukas Kreator
Member
Registered: 05/07/10

Re: Flatline Alpha

Co-op would be really cool!
I imagine fighting with Mutant Muro with an ally at my side...

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#130 01/22/11 12:01

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Flatline Alpha

oxe161 - stole all the hypos for himself


Oni IRC | Kumite! Kumite! Kumite!

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#131 01/22/11 13:01

Sharoduinn
Member
From: UK
Registered: 06/08/10

Re: Flatline Alpha

Ahh, we Mac owners have already covered our keyboards with drool... tongue
So when the Mac version is ready, will it be necessary to use Hamachi? I've just heard that using it on Macs is really hellish... hmm

But Gumby, for the Mac or not, this is the best thing that's happened since Oni came out big_smile

Last edited by Sharoduinn (01/22/11 13:01)


"Sorry about the mess"

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#132 01/22/11 13:01

Den
Member
From: Västerås Sweden
Registered: 09/24/10

Re: Flatline Alpha

Could it be sometime nececary to forward your own port in order to connect to someone else?

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#133 01/22/11 13:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

1. As I said above, Mac version won't be "ready" in a while (think months). And it won't be related in any way to the current Flatline project. I have nothing to do with it, I don't plan on supporting it due to certain technicalities I can't deal with. Please don't bring up the subject of a Mac Flatline again.

2. You don't need to forward any ports to connect to others, only if you are hosting across the internet. And even then, you can get Hamachi and have it do it for you.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#134 01/22/11 17:01

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: Flatline Alpha

About Hamachi, do somebody know whether new messages in its chat can be made notable or not?

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#135 01/23/11 17:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Try looking in the settings.

In any case, no updates for a few days. I'm rewriting a large portion of the code. It's going great, it's just going to take a little while.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#136 01/25/11 10:01

Den
Member
From: Västerås Sweden
Registered: 09/24/10

Re: Flatline Alpha

There's not chance for me to attempt being a host over net under my circumstances, will there be a simpler way of connecting around in the future maybe?

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#137 01/25/11 11:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Use Hamachi. Also, use Hamachi. By the way, have I mentioned using Hamachi removes these hosting issues?


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#138 01/25/11 12:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Good news everyone. My rework of the packet system is going well. Just knocking out a few more bugs and then it should be in a releasable state.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#139 01/25/11 12:01

myplea1
Member
From: Ottawa,Canada
Registered: 05/25/09

Re: Flatline Alpha

Good job Gumby, Can't wait to test it out again!


Awol

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#140 01/25/11 12:01

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Flatline Alpha

Wow, it's like we did go from nothing, to a lot! I really can't wait to try multiplayer with someone! big_smile

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#141 01/25/11 13:01

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Flatline Alpha

Gonna take a leap here and say you're on PC? If so, get Hamachi and join the FlatlineTest network. (pass: oni)

That way, if some of us are testing it and you happen to be online at the time, we will send you an invite smile


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#142 01/25/11 13:01

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Flatline Alpha

That sounds cool! I might catch up with some of ya in the weekend. wink

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#143 01/25/11 17:01

Den
Member
From: Västerås Sweden
Registered: 09/24/10

Re: Flatline Alpha

With hamachi, I dont need to forward any ports in order to host, you say? Or am I perhaps misunderstanding oncemore?

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#144 01/25/11 17:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Your statement is correct.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#145 01/25/11 17:01

Den
Member
From: Västerås Sweden
Registered: 09/24/10

Re: Flatline Alpha

My tomorrow, moreso my future, will probably be a bit brighter then usual!

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#146 01/26/11 01:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

Current bugs preventing next release:

1. Models aren't synced. Easy fix, haven't gotten around to it.
2. Corpses aren't showing on clients. Medium-easy fix.
3. Throws sometimes crash clients. sad Not so easy to fix, still tracking down the exact issue.

Other:
1. Jittery clients. There is some sort of prediction\syncing error in locations and I don't know what it is. neutral I feel like a noob. Part of the issue is Oni's "unique" method of determining how far you go each step. With any other game the walking\running animation is designed to move you forward at a constant rate. But no, Bungie West decided to be special and code the amount of distance you move into a unique number each frame of each animation.

Edit: Fixed jittery clients!!! Averaging the "real" position and the "predicted" position produced clean looking animation. Go me.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#147 01/26/11 21:01

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Flatline Alpha

My hero! smile


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#148 01/27/11 07:01

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Flatline Alpha

Yea, it really seems the walk/run speed rate isn't any exact value, but the frames of the animation. That also explains why you can't take a 'half step'; cancelling a step.

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#149 01/29/11 02:01

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Flatline Alpha

All of the above bugs fixed.

Todo:
1. Checksum data to catch if a client is out of date
2. Fix camera lag
3. Sync inventory


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#150 01/29/11 02:01

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Flatline Alpha

Checked off: Camera lag fixed

To Do: Make Gumby visible -_-


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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