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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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'kidokes, got hamachi up and running I suppoooose..
Yet have to experience a duel!
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In the future I hope to get coop mode working. For now I need to fix the crashes.
Iritscen:
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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Co-op would be really cool!
I imagine fighting with Mutant Muro with an ally at my side...
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Ahh, we Mac owners have already covered our keyboards with drool...
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...
But Gumby, for the Mac or not, this is the best thing that's happened since Oni came out
Last edited by Sharoduinn (01/22/11 13:01)
"Sorry about the mess"
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Could it be sometime nececary to forward your own port in order to connect to someone else?
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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:
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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About Hamachi, do somebody know whether new messages in its chat can be made notable or not?
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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:
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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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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Use Hamachi. Also, use Hamachi. By the way, have I mentioned using Hamachi removes these hosting issues?
Iritscen:
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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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:
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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Good job Gumby, Can't wait to test it out again!
Awol
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Wow, it's like we did go from nothing, to a lot! I really can't wait to try multiplayer with someone!
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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
"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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That sounds cool! I might catch up with some of ya in the weekend.
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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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Your statement is correct.
Iritscen:
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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My tomorrow, moreso my future, will probably be a bit brighter then usual!
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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. 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. 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:
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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My hero!
"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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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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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:
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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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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