Posted: Wed May 07, 2008 8:00 am Post subject: Networking Code - updated 2008-05-13
I've just plugged my old networking code into the development version of Egoboo.
I was never able to test the multiplayer mode, but I know that yo can at least
- Host a game on your computer
- View a directory of hosted games
- Log on to the other computer
I *believe* that the code should work at least as good as the old networking code, since it is using the same communication method.
I now have two computers in my home and can check the WinXP-WinXP compatibility of the protocol.
Once this is working (knocks on wood), there would be no reason to limit the number of characters to 4 per module and it should be possible for one computer to run as a server with several sessions running at the same time (with some tweaking). This would enable an Egoboo playable mode that would be something like Everquest...
The real trick will be to reduce the bandwidth and to do dome kind of packet quality monitoring so that we could kick poorly performing connections (so they don't mess everyone else up).
I've just had the first semi-successful dialog between my two computers!
Quote:
Computer A: Give me the module description of the module you're hosting
Computer A: Oh, and send me the tile image, too
Computer B: Here's the module info. By the way what version of the title image do you have? Mine is version 0x45FD32A1.
Computer A: Great, now I can add your module info to my list! Ummm... let me see... I think I have that... Mine is version 0x45FD32A1, too. Don't bother sending it, I'll use the one I have. Bye!
I had to go over to the dark side, though! I'm using SDL's multi-threading to handle the incoming and outgoing packets, so that the main program can ignore the network stuff and just be the best Egoboo it can be!
Unfortunately, this will not work for pre-osX macs. Let me know if that causes a problem for a lot of people. I can fake a multi-threaded system with the Jonathan's Task structures, but I would rather not.
Last edited by bgbirdsey on Tue May 13, 2008 8:58 am; edited 1 time in total
Joined: 28 Oct 2007 Age: 17 Posts: 4177 Location: Midwestern US
Posted: Wed May 07, 2008 6:29 pm Post subject:
Oh yeah, I forgot about my cool idea for how it could work.
Woodmouse, did you find the thread about it?
I had some different colored spork skins for it.
It'd need a lot of scripting to actually work though. _________________
+ PurpleSquerkle
Joined: 19 Apr 2008 Age: 13 Posts: 2822 Location: Finland
Posted: Wed May 07, 2008 6:31 pm Post subject:
Yes, I red it. And well, that what I made is a little strange, but I'm not interested and I don't have motivation right now to place items there, so what if someone other would do that? _________________
Multiple teams compete to "complete the game" first. The complication is that there is player-vs-player interaction so that you can kill someone carrying a spork and take it from them.
There would have to be some way of tracking down the locations of the sporks, since they will be taken from one module to the another.
But it could be in a completely different module, so it needs to be something like a magic spell or a scroll that would give you a clue to the location.
If it was in the same module, then a radar (or a blip on the map) would work.
Joined: 28 Oct 2007 Age: 17 Posts: 4177 Location: Midwestern US
Posted: Thu May 08, 2008 2:58 am Post subject:
That's interesting.
We could call it "Race Mode" or something and use the more traditional capture-the-sporks-and-make-them-your-color thing as well. _________________
+ PurpleSquerkle
We could revive modules like rainbow race, too. Well, those could go in with the hotseat, too.
I think Zefz said that he wanted to add some of those modules as hidden mods that would open up when you defeated a certain module. Fire domain if you defeated the Ash palace, etc.
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