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dvereb

Joined: 21 Jul 2001 Posts: 437 Location: Erie, PA
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Posted: Wed Jul 31, 2013 3:20 pm Post subject: |
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Vagab0nd wrote: | 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
Andrew |
Perhaps this?
http://gafferongames.com/networking-for-game-programmers/reliability-and-flow-control/
He has a few good tutorials that will at least give you a better understanding. _________________ I wish I still had some jag rolls  |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Sat Aug 03, 2013 5:27 pm Post subject: |
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I know its a little soon but i want to make a request. We badly NEED a training mode. I just rererererereonstall omf and i miss one as hell |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Posted: Sat Aug 03, 2013 6:43 pm Post subject: |
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3xcl4m4t10n wrote: | I know its a little soon but i want to make a request. We badly NEED a training mode. I just rererererereonstall omf and i miss one as hell |
Training mode ? As in just standing beating on a dummy ? I take it was omf2097 you where talking about (since I do recall someone said there was one in omfbg once), then just use 2 player mode with best 4 out of 7 or so games. Also tweak the power to make the game last longer.
Anyways, I've never really cared for that kinda training myself, I prefer to just throw myself at the AI and learn to block what they got and creep under their defenses :) Just playing a few games on the lower difficulties gets you into the game, and after playing for a while you just sorta "get" combos into your fingers. _________________ - Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * https://discord.gg/sT8YU2E <- OMF Discord |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Sun Aug 04, 2013 2:06 am Post subject: |
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yes, there's some solutions to my probkem but still not a training mode. I need an autoguard from the dummy side after a combo break, i need select the dummy action (stand, crouch or jumping), a damage chart, no time, infinite damage and other stuff . |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Posted: Sun Aug 04, 2013 4:59 pm Post subject: |
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I think it is a bit of an overkill, but you could just get someone to control 2player mode for you. "just block everything I throw at you!".
I think you can calculate the damage based on numbers from the har files based on average stats. But considering that the stats vary between different pilot/npc's back and forth, it is mostly useless to have exact numbers. A "rough estimate" is generally plenty enough.
More important is the combo numbers generally.
Oh well, whenever they get around ot getting that far, I don't see anything against making a training room. I'm just more curious what to use it for. _________________ - Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * https://discord.gg/sT8YU2E <- OMF Discord |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Sun Aug 04, 2013 6:30 pm Post subject: |
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I opened a ticket for training mode @ https://github.com/omf2097/openomf/issues/20 . Note that this is not something that we will have time to look into for quite some time yet
Also, new physics engine for openomf in ttv-physics-experiment branch! Woohoo! |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Mon Aug 05, 2013 3:28 pm Post subject: |
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Thanks katajakasa! I know it's not a main feature and now you more revelant thing todo.
Raptor, when i was kof 38 player, i spend more time at training than playing against CPU. And there's lot of people who prefer try to make new combos thab play the game itself. |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Tue Sep 24, 2013 2:04 am Post subject: |
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Just thought I would pop in with an update. Right now we're rewriting some crappy code, and Vagabond is figuring out the jump/movement stuff for the bots
Mysterious Graph Of The Day:
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Wed Sep 25, 2013 5:15 pm Post subject: |
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That graph is only for Jaguar or it can be moved out to another mech? In other hand... Nvidia shield + Openomf : EPIC WIN. |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Wed Sep 25, 2013 6:38 pm Post subject: |
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All bots have their own jump curves. We derived our own equation for calculating the jumps of any mech, and it's very close to the original, so we will be going with it for the time being. It may be impossible to find the exact jump curves of the original OMF, but at least we can get so close as to not make any notable difference. |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Thu Sep 26, 2013 4:01 pm Post subject: |
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Thank you for the info. it envolves to relearn some basics but well, i prefer omf alive and, possibility, online matches to not omf neither online. |
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Thu Sep 26, 2013 6:14 pm Post subject: |
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For the curious, here's some more jump curve graphs:
Jaguar with different pilot agilities:
Note that this is purely a vertical trajectory graph, height/time.
However, the base agility curve does look a lot like the result of the vertical trajectory formula here:
http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html
Interestingly, this means that the higher your agility, the higher you jump and the *less* time you spend in the air, which is not very newtonian
Here's some more attempts at matching, using that formula with a little bit of fudging (OMF seems to have 'hang time' at the apex of the curve).
Jaguar:
Gargoyle:
Flail:
Andrew |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Fri Sep 27, 2013 5:33 pm Post subject: |
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wow that,s graph are very interesting. would be a very cool feature add this to the game to know how your mech will be make the jumps. something like a "technical affairs" menu  |
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Pyronius

Joined: 12 Feb 2000 Posts: 2253 Location: Orlando, FL
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Posted: Mon Oct 07, 2013 9:59 am Post subject: |
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That's pretty cool. I haven't been here in a while, heh. _________________
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