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Duel! 0.99 open alpha (limited time!)
#11
It definetly needs work, but that's the coolest networking example I've seen in FB. Good work! Tongue
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#12
*kills Z!re for a bit*
*Get's bored*

Am I the only one who suffers from lag? It might be because I use a wireless Internet connection ( 54 MB ) but still...
url=http://www.sloganizer.net/en/][Image: style4,TheDarkJay.png][/url]
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#13
Server is down.

It needs some work, it eats more and more cpu/memory, there's a leak somewhere..

Also, it doesent properly kill client connections, as well as properly adjust the FPS
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#14
I played on my home network, its choppy, and seems to be a little lag even at 100Mbps.

I played on 127.0.0.1 same results. Not bad though. i would like to play a timed frag-fest with about 16 people...
Screwing with your reality since 1998.
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#15
Quote:She's discovered a massive bug that escaped notice: If you've got very low latency, you can shoot much faster by hammering the spacebar.

I pity her spacebar...

Next version will rectify this somehow. Smile

Simply put in a variable which holds the next timestamp at which a shot can be fired.

Code:
If ( GetTickCount >= Next_Shot ) Then
   If ( Player.Shoot ) Then
      Next_Shot = GetTickCount + 250
      doAddBullet
   End If
End If

Pretty simple, actually. This way it doesn't matter if they hold the space of pound on it. It will only allow a shot every 250ms.
Life is like a box of chocolates', hrm, WTF, no it isn't, more like, 'life is like a steaming pile of horse crap.'
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#16
cool, I hosted a server and used loopback as neither of the servers were up, not changed a huge amount from last time you showed us on badglogic, apart from the chat now, but still very cool :)

How about making error detection for when it cant connect to a server instead of it just freezing?
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#17
The game runs differently on different systems.

The machines at my school were obviously having problems with it, but my home machine never did.
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