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OMF:BG Message Board One Must Fall: Battlegrounds
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Posted: Sat Dec 21, 2013 8:10 am Post subject: |
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3xcl4m4t10n wrote: | And what about that: A secret code in the main menu (or maybe an extra option in options menu) in order to access to the original OMF. In the graphic way i can rip it all. If you are interested let me know it and i will rip it for you.
I think this is good in order to preserve all the original OMF 2097 data related, and the original beta is indeed one of the most important datas. |
You would still have to make all the data of the two fighters into two new HAR equalent .AF files (or whatever they end up using), which is honestly the single biggest hurdle for anything in the entire game/remake, those .AF files is **** on wheels!
Scripting, making moves, setting all the values (that still nobody knows everything about), making every single move and attack work like they're supposed to, check that all the animation strings mixes and matches etc. This could easily become a larger project alone, than just going from 0.5 to 0.6.
Kat knows best, and probably has the right of it, post 1.0 is the best place to add in extras. Everything up to and including 1.0 is just to get to play omf2097 100% on new machines, and possibly some sensible network play instead of all the old dial up junk :p
Edit: W00t! 6th page is mine! Lets party like it's 1993! _________________ - 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: Sat Dec 21, 2013 3:25 pm Post subject: |
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my last message was something like "hey, while we reach the point at we can do anything, i ave few ideas and also i can start ripping the sprties". I know all this information raptor but thanks.
btw, any idea about internet gameplay? maybe the paintown project wich is opensource can help you... |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Posted: Sat Dec 21, 2013 5:53 pm Post subject: |
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Whenever Kat has slaved for long enough in my dungeon, as to make everything possible, shoot!
However, that is quite some time into the future, which is also why the guys have avoided thinking to much about features that far forward, except in some general ideas.
I looked at their milestone plan, and it was some good 2+ years forward in time before version 1.0, so I wouldn't exactly be holding my breath and run of to extract sprites just yet! :p
You can bet your .... donkey... that whenever they roll out V1.0 I'm going to redesign tournament mode! Then I'll need to learn to program to remove all the cheat code Kat and Vag have added, so that I always lose against them in multiplayer, since they know it is their only chance!
>=OD
Edit: Oh, they have tested a very early network code once before, and even gotten it to work (you can find the video on youtube, of Vagabond vs me, where the game refuses to let Vag win! Hillarious). Do note, that was an early version of the game (no combos, no hit blocks etc, just get in and spam first). And the netcode was so incredibly basic, that the clients didn't sync or anything. Basically my client told me I was alive, Vag's client told him that I had lost. Lots of hilarity.
They are looking at reimplementing it again, but are debating how it should be done. _________________ - Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * https://discord.gg/sT8YU2E <- OMF Discord |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Thu Jan 02, 2014 10:01 pm Post subject: |
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I've been working the last couple weeks on network play, and today we merged the new implementation to master.
It is significantly different from the old approach (which was only a test) and it uses many of the same techniques as games like CounterStrike. I've tested it with latencies of up to 300ms, and it is choppy but playable.
It works like this:
Every time the client does something that changes the state of the HAR (walks, jumps, crouches, does an attack, etc) the game sends the sequence of inputs that triggered that change to the server.
The server then rewinds its own game state by half the ping time of the client, applies the actions the client provided and then fast-forwards the game state again, re-applying any inputs the other player had entered in the meanwhile.
Then, every time either HAR on the server changes state, the server snapshots the game state (mainly the HARs) and sends that to the client. The client discards its own game state, installs the new one and fast forwards it to compensate for the lag.
Thus we have both client side prediction as well as lag compensation. It can still be a little choppy, because we don't interpolate positions when recreating the game state, so client side prediction errors can manifest as the HARs abruptly changing position.
The good news is, however, that the server and the client are rarely out of sync for long, so there's no more disagreements about if a move hit or not.
I'd post a video, but I can't find anyone to help me playtest it
Andrew |
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Fri Jan 03, 2014 5:42 pm Post subject: |
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i can help you! hehehehe |
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Fri Jan 03, 2014 7:09 pm Post subject: |
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Kat just posted some experimental binaries:
http://users.jyu.fi/~tutavirt/projects/openomf/packages/
You just need to put the OMF game data in the 'resources' directory to make it work.
If you're serious about testing, hop on IRC: #omf on Freenode. Raptor has some web interface for it here:
http://www.omf2097.com/chat/
It'll be a lot easier to coordinate in real-time.
Andrew |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Sat Jan 11, 2014 9:36 pm Post subject: |
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So, we recently figured out how scoring, combos and move chaining work (where you can break out of the recovery of one attack into another). There's also a bunch of smaller stuff, like shadows that have been added. Thus, a new video:
https://www.youtube.com/watch?v=Ip-bg-x4f74
Still lots of bugs, but it is actually starting to resemble the original.
Andrew |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Thu Jan 16, 2014 5:35 pm Post subject: |
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Kenny Chou has dropped a comment! :O |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Tue Jan 21, 2014 11:46 pm Post subject: |
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3xcl4m4t10n wrote: | Kenny Chou has dropped a comment! :O |
Noticed, responded  |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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3xcl4m4t10n
Joined: 10 Jan 2013 Posts: 54
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Posted: Thu Jan 23, 2014 4:16 pm Post subject: |
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Thank you so much for this release! I'll try to betatesting some characters in order to help you searching for errors. Maybe you know all, maybe you don't know it all but i only want to help a little.
Code: | Shadow
-After grab it dont turn automatic. In fact, you can walk facing the other side.
-After make the 26P it show "X hit combo" without points. Also happen making it on air.
-If you crouchs and keep pressing K it intermediates the crouch K with the standing K.
-Shadow grab don't work at all. |
Also that horrible "turbo button-a-like" bug. Tomorrow i will test Jaguar. |
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