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Project announcement: OpenOMF
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 69

PostPosted: Mon Jul 15, 2013 5:02 pm    Post subject: Reply with quote

PhreakyByNature wrote:
I'll miss the loading bar Wink


We might add it just for nostalgia Smile
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 69

PostPosted: Mon Jul 15, 2013 5:04 pm    Post subject: Reply with quote

Saphirefalcon wrote:
This looks very exciting! I'll have to start checking back in here a little more regularly to follow the progress of the project. Great work guys!


Maybe at some point in the following couple of months we disengage slacker mode again, and start programming more. Right not there is only some very slow progress on plugging in a proper physics engine.
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raptor
Ancient One


Joined: 02 Sep 1999
Posts: 4530
Location: Sandefjord, Norway

PostPosted: Tue Jul 16, 2013 9:44 am    Post subject: Reply with quote

And much MineCraft was had :p
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 69

PostPosted: Tue Jul 16, 2013 9:15 pm    Post subject: Reply with quote

raptor wrote:
And much MineCraft was had :p


Yes, well ... I still need to automate my fusion reactor!
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Sat Jul 27, 2013 6:42 pm    Post subject: Reply with quote

So, I added experimental network play:

http://www.youtube.com/watch?v=5e5eyEhJLs8&feature=youtu.be

Was able to play over the net (with a simple little port forward config) with katajakasa and huntercool.

The network protocol isn't final by any means, but the proof of concept is there, and it is still kind of fun (or it would be if the physics engine didn't crash the game every time you triggered a projectile or did a throw).

Andrew
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katajakasa
OpenOMFdev


Joined: 17 Jan 2013
Posts: 69

PostPosted: Sun Jul 28, 2013 12:55 pm    Post subject: Reply with quote

Vagab0nd wrote:
(or it would be if the physics engine didn't crash the game every time you triggered a projectile or did a throw).


Uh-oh, I guess I better get to work, then ...
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raptor
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Joined: 02 Sep 1999
Posts: 4530
Location: Sandefjord, Norway

PostPosted: Sun Jul 28, 2013 5:24 pm    Post subject: Reply with quote

*is dreaming happy murder dreams*
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Sun Jul 28, 2013 7:27 pm    Post subject: Reply with quote

I fought the raptor and... I don't know who won:

http://www.youtube.com/watch?v=0VQ2cGYt4hs&feature=youtu.be

Andrew
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Malfrex
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Joined: 27 Jul 2000
Posts: 2104
Location: Vancouver, BC/Canada

PostPosted: Sun Jul 28, 2013 9:32 pm    Post subject: Reply with quote

I quite like how you keep posing for the win and he just kept attacking Smile I'm guessing its more of a state issue than a sync issue?
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Sun Jul 28, 2013 9:38 pm    Post subject: Reply with quote

Yes, the network protocol is super-simple right now and doesn't really account for anything other than position and what the HAR is currently doing. Hit detection and stuff is all only client side, so Raptor lost on my side but not on his side, so he kept going (and I kept getting stuck in the victory pose and not be able to fight back). I don't know a lot about video game network protocols, so this was just the easiest thing to implement to play with.

Contributions are welcome Wink

Andrew
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raptor
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Joined: 02 Sep 1999
Posts: 4530
Location: Sandefjord, Norway

PostPosted: Mon Jul 29, 2013 6:48 am    Post subject: Reply with quote

Really a pity that I couldn't record my side, or you would have seen a completely different game :p

I pulled out at least 10 more flying spike attacks at the end than what you can see there. Totally fucked up, drunken brawling ftw! You so gotta add a drunken brawling mode to this game so I can replay this monsteriosity!
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Malfrex
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Joined: 27 Jul 2000
Posts: 2104
Location: Vancouver, BC/Canada

PostPosted: Mon Jul 29, 2013 1:48 pm    Post subject: Reply with quote

Personally I haven't done a lot of asynchronous networking coding. What you might want to look at is implementing some form of state machine; ie rather then just passing inputs through there's a timestamp as well. The problem is you have to do a bit of predictive coding based on previous input then if the actual data comes through, compare against it. Otherwise you'll end up with a problem of both players seeing a different game occurring.

Likely you'll have to create a dedicated server running on the host machine that uses the latency to the remote machine to determine an average "movement buffer", then have the client perform predictive movement.

http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/

That's a decent explanation of how it would work (last ~third of the article). Coding it, however, is something I never got around to learning how to do.
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Arkl1te2



Joined: 21 Jan 2013
Posts: 7

PostPosted: Tue Jul 30, 2013 8:01 am    Post subject: Reply with quote

Almost 20 years passed, and characters are still wondering..

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Malfrex
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Joined: 27 Jul 2000
Posts: 2104
Location: Vancouver, BC/Canada

PostPosted: Tue Jul 30, 2013 9:03 am    Post subject: Reply with quote

Arkl1te2 wrote:
Almost 20 years passed, and characters are still wondering..


Technically Battlegrounds came out almost 10 yes ago, not 20. As for where Rob is, he's working @ Sony with Ryan on Planetside 2. I had tried to get some assistance from them to get BG running on a modern system but didn't have any luck.
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Vagab0nd
OpenOMFdev


Joined: 30 Dec 2005
Posts: 61

PostPosted: Tue Jul 30, 2013 10:40 am    Post subject: Reply with quote

Thanks for the link Malfrex, I'd googled but not found anything quite so well presented. I think I know how to make a decent network protocol now. Once we get this massive physics engine rewrite done I'll give it another shot.

Andrew
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