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Seriously Gumby, you rock. I remember when multiplayer was a “no, definitely”; which then transitioned to “yes, but in the far, far future”.
And now here you are, with a functional multiplayer, on which you're constantly improving — speed there, stability here, polish there.
That's pretty magical to see. After the initial wait it happened pretty fast actually, it now almost seems normal that it exists.
I haven't been able to test Flatline firsthand as of yet, but hell, the idea itself is enough, and gosh, are those videos cool! This is, after all, the materialization of something most of us hoped for, and never thought would happen. Frankly, that's great.
Thank you.
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Yup, still a long way from being "user friendly" There's a good amount of synching to do between the particiapnts, like making sure packages are the same and such, but definately getting work done. Especialy now that he has people to test with
"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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Yeah, sorry about pushing out the next release so long. I keep finding things that need improved.
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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First post updated. Syncing is much better now, though there is still room for improvement.
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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Awesome,Gumby!Thank you very much for your great efforts.
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Assuming I get the day off, I'm probably going to plan a test for this evening at around 7 or 8 PST. Fair warning to all.
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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Seriously Gumby, you rock. I remember when multiplayer was a “no, definitely”; which then transitioned to “yes, but in the far, far future”.
And now here you are, with a functional multiplayer, on which you're constantly improving — speed there, stability here, polish there.
That's pretty magical to see. After the initial wait it happened pretty fast actually, it now almost seems normal that it exists.
I haven't been able to test Flatline firsthand as of yet, but hell, the idea itself is enough, and gosh, are those videos cool! This is, after all, the materialization of something most of us hoped for, and never thought would happen. Frankly, that's great.Thank you.
I second that.
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Assuming I get the day off, I'm probably going to plan a test for this evening at around 7 or 8 PST. Fair warning to all.
I'm available. Is there a particular set of packages that we should all be using?
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Had a lil' test with Coyote (host) t'day. MAJOR LAG REDUCTION IS EPIC WIN. It was like 250-300 ms on Counter Strike, duh, maybe less. It was acctually, PLAYABLE. And it was uber fun and now I know, that a Konoko running at you is kinda scary. Let's get to issues:
-I cannot make a mistake in console commands. For example: I want to chat a bit. Command is msg put text here. If I'll accidentaly write ms put text here instead of msg put text here or something like that, I'll get an error. And every next time I try to make ANY command in console, I'll get the error that I got when I made that mistake.
-Shapeshiter doesn't work properly on client's side. I can change the skin but the animations won't change, I can play only with Konoko's animations E.g. Mastur Cheef with Konoko's anims. Works properly on host's side, though.
-I don't remember anything else at the moment (http://wiki.teamfortress.com/w/images/1 … eers03.wav)
Circus Afro, Circus Afro, Polka Dot, Polka Dot!
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TO SHAPESHIFT AS A CLIENT:
1. Enter the command bind o to block
2. Press block.
Command issues can't be fixed easily. I don't have them because I'm used to it and automagically work around any issues. >_< In the future I will have a chat prompt instead of using Oni's console. You notice I already put in a console use animation?
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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TO SHAPESHIFT AS A CLIENT:
1. Enter the command bind o to block
2. Press block.Command issues can't be fixed easily. I don't have them because I'm used to it and automagically work around any issues. >_< In the future I will have a chat prompt instead of using Oni's console. You notice I already put in a console use animation?
Yes,I noticed.It looks good.
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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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Is this... COOP?
Circus Afro, Circus Afro, Polka Dot, Polka Dot!
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hehe awesome.
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Is this... COOP?
Well, yes. But I was pointing out the noncrappy name tags.
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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I lol'd... nice work Gumby. Are you planning on somehow making the black background transparent or keep it as is?
"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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Idk gumby that picture of the guy is supposed to imply sexism
But good job, Co-op's gonna be awesome, of you're having trouble you know your bro is there to back you up :cool
Oni IRC | Kumite! Kumite! Kumite!
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(delete)
Last edited by s10k (02/01/11 18:02)
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I lol'd... nice work Gumby. Are you planning on somehow making the black background transparent or keep it as is?
I want to, but Oni's rendering system is stupid and glitches the nametag if I do. I have a plan though, it will just take a bit of annoying coding, and its low priority.
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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exactly, I was jw what your intentions were. Nice work
"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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Binary updated. Fixed the console animation, fixed the character switching, added the improved nametags.
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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Very nice. And they're color coded by health, interesting.
By the way, for anyone who hasn't thought to do this, you can put bind o to block in your key_config.txt and
func void main(void)
{
chr_draw_all_characters = 1
ai2_shownames = 1
co_display = 0
}
in a text file in GameDataFolder/IGMD/global to avoid having to type them every time.
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May I get a little explanation how this whole bind o to block works?
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Sure. Block is a bind, just like forward, attack, left, etc. It isn't used by Oni though, but is still included with the keys. I simply check to see if the user is pressing block and switch characters in that case because nothing else uses it.
...if that makes any sense.
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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I'm curious, did you make that command only cycle through regular Oni characters?
"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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