I'm angry to say that it is definately not today that I get my new computer :(
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I'm angry to say that it is definately not today that I get my new computer :(
100th Page =)
Need to rewrite my scene management code. As it is now, it sucks =)
Z.
Sounds good, Z.
100 pages... wow :eek:
On my side, I am installing Win2k on my shiny new rig ;)
That sounds like agood choice to me, win2k =).Quote:
Originally posted by Sastraxi
Sounds good, Z.
100 pages... wow :eek:
On my side, I am installing Win2k on my shiny new rig ;)
Z.
It seems to have worked... ;)
I am posting this on my new computer!
Now you can post faster! =PQuote:
Originally posted by Sastraxi
It seems to have worked... ;)
I am posting this on my new computer!
Z.
Ehh? You accusing me of being a slow poster? ;)
In completely unrelated news, I got my lunix box running on kernel 2.4.20 this morning. *proud*
Z.
Hmmm, ok. Ive decided to do this in a sort of funky kind of order =).
Psy, how functional is the networking module? Could I use TCP/IP without any issues? Basically what I want to do is start work on integrating the networking module with the game. From there I can decide on the best approach to all of these other ideas Ive got floating about in my head as to the best way to do this that and the other thing =).
Z.
As far as i remeber its got functioning UDP and TCP. Ive got school and then work today so not much time. Tomorrow i can get it off the cd its on and ill mail it to you if you post an email.
When you can =)
[email protected]
Z.
Sorry I've been off lately, gang. Getting this and that sorted out on my new rig ;). Managed to get 12000 3dmarks without overclocking, so I'm pretty happy so far.... ;)
Nice :thumb: =)
Z.
Spent this afternoon writing up the message delivery system. I think Ive got the rest of it planned out... basically it will be a multi layered system.
At the very top is the game server. User input that modifies the game world (ie, not UI stuff) is sent to the server, and sent to the other clients. The next level down is each client application. Messages from the server get processed here, and other messages will be generated, and sent off to each game entity.
The general idea behind this whole system is that given the various user input messages, the way the game plays out is the same on every system.
Sound good?
Z.
Yep, and by doing this you've made it easily moddable to add for joystick and/or brain thought controlling in the future ;) :D
Exactly!
Z.
Sounds good. Ill dig the networking out when back from school tonight!
Alrighty, sounds good =)
Z.
okay, it was 80 meg to start with, got it down to 36kb lol :)
Here is the module, right up from v1 to v7 (7 being the latest duh)
I think you will need to download the HawkNL library for the later versions, the earlier ones didnt use it.
HawkNL i found to be good to use as its GPL / Free etc etc and it was stable and reliable. The module is built from that.
Should be in your inbox =)
Recieved =).
Probably get to work playing with this later this evening =).
Z.
... And now it's taken place of the old computer =)
Ahhh... watching a DVD on a 19" flat CRT screen is sooo awesome ;)
Sweet!!
Hehe, guess what. Im posting this from a new 2ghz p4 =). This is going to be my "mini-lan" for network dev testing =).
Z.
Grrrrr. Your both on better machines now :'(
News here, im now running on Visual Studio .NET Enterprise Architect 2003 Final Beta :) :)
Well, my new computer is acting up (it's saying the CPU core is like 90*C, and AMD says the computer would refuse to boot up at that temp, but here I am), so it may be a few days before I'm back and posting again. I only recently got my mouse back, something happened and it deleted all of my USB drivers... =(.
:p
Ok, now Im actually gonna "boast" about my system =).
p4 2.0ghz, 256mb ram, 40gb HDD, gf2mx64mb, usb2.0 =).
Just got the gf2 this evening =).
Z.
I have USB 2.0 as well, if only I could use it >_<.
Probably complete reinstall tomorrow.
Zaei, u beat me on processing power although:
512 DDR Ram
GeForce3 Ti 200
60GB and 60GB on order from ebay :p
Usb 2.0 (6xPorts)
I've got 13! (4 ports, 1 occupied by a 10-port USB2 hub ;)).
Hell, I probably dont have 13 cables running into BOTH of the computers on my desk!Quote:
Originally posted by Sastraxi
I've got 13! (4 ports, 1 occupied by a 10-port USB2 hub ;)).
Been poking around the networking module a bit... need to start digging around now... then getting some stuff up and running =).
Z.
I needed a hub because all of my devices' cables are very short... and my comp is under my desk!
I need to get a shot of my desk to post up sometime... its pretty crazy.
In the meantime, try this:
http://www.vbforums.com/showthread.p...hreadid=195570
Z.
Thats one mighty desktop !
Mwuahaha =)Quote:
Originally posted by PsyVision
Thats one mighty desktop !
Z.
Alrighty then... been playing around with the networking module today, and I think ive got a fairly good handle on how it is set up and such. Ive got a couple of new projects set up in a new workspace, to spit out the DLLs needed... good for me =).
Need to take a bit more searching, have a small problem at the moment that Im not getting, but that will be sorted in due couse =).
Z.
Anything i can help with ?
The networking module isnt perhaps the best piece o code on earth.
Im trying to figure out where dn_network::m_module gets set to DN_MODULE_NONE. It happens in your Networking Test that was included with the module, but not in my own test code.
Z.
ill have to dig the code out and have a look
Ok, figured out the initialization problem... Appears that global variables are initialized to 0, while local variables are not, and since m_module was never explicitly set to 0, it never got set to 0 in my own code. Fixed that, then ran into another init problem, which also stemmed from un-initialized variables, which I also fixed.
Now I can get a server running... however, I can stop it :D. The call to dsClose simply hangs, dont know whats happening here... will take some more looking =).
Z.
Ok, I've got the server running, and I can get a client to sort of connect =). It logs on, but immediately logs off, havent figured out why yet =).
Im thinking about converting the server to run on scripts, to make debugging a bit easier on me, but we shall see =).
Z.
hmmmm, seems to be running a bit crap :(
it seemed to work when i last ran it. i never tested it much on other computers though :s
Figured out WHY the server wont stop... now need to figure out how to fix it =).
Z.
Had to do with a socket being locked during a call to a blocking function... Essentially, the server would exit when someone tried to connect. Tested this, and found that it pretty much crashes the server. I simply removed the socket locking around the call, and things run smoothly now =). Now its time to figure out this login stuff =).
Z.
Im gonna see if I cant rip the I/O stuff from the DPlay8 Maze Server sample, and use that for our server console. If youve got the DX8 SDK, run that sample, and youll see what I mean. Or I could post a screen shot, let me know =).
I think Ill use the same console as the game engine uses, maybe stick it in a DLL for more portable use, dunno =).
However, all of the above implies that I have the networking under control =). Couple of small changes need to be made, but I think ive got the hang of it now =).
I was gonna say something else, but I forgot what it was at the moment =).
Z.
I have looked at DPlay and would run with that myself. It soooooo infinitly better than mine. Ive got a cd with the Multiplayer Game Programming Tutorials on it. do u want me to upload it to my site ? it uses direct play 8 ?
The only thing about DPlay8 is that I think it would be major overkill for what Im going to use it for, as well as it wont be able to run under lunix, which is what my server/router runs.Quote:
Originally posted by PsyVision
I have looked at DPlay and would run with that myself. It soooooo infinitly better than mine. Ive got a cd with the Multiplayer Game Programming Tutorials on it. do u want me to upload it to my site ? it uses direct play 8 ?
Z.
I might have us online by tonight =). Jsut doing a quick cleanup on mymail message system right now. Moved the code from the Core module into the game Module, since that is where I want to keep the networking stuff (I dont want the Core module relying on anything else). Had to modify my timed mail delievery system, changed the message queue to a message prority queue, sorted by time. If the next message to be delievered is greater then the current time, it remains on the queue, and the queue is considered empty. Pretty slick, I think =).
Now all I need to do is plug in the network code, and implement the code to send a message to the server.
Z.
Alright guys, I'm sorry about this whole absence thing, I'd like you to know that it stops after I get Gentoo up and running =).
Wow, Sas is inventing light speed travel =P.
Right now im trying to figure out the best way of letting the server know on which client a physical mailbox resides. Probably create a couple of new messages...
Z.
That I am ;) :p
Okay... on my side I am trying to find a fast Gentoo mirror... who knows what else is going on in my mind... =)
Ok, Ive got the game to connect to a server. Something is going wrong, however, but ill figure it out =).
Z.
Sonding good there Zaei!
Figured out the problem... virtual functions =).
Z.
Ok, ive got the server working, and the client working as well. New console functions, name(string) to set your playername, and connect(string addr) to connect to a server. Will be adding another connect function, connect(string addr, string pass) at some point. The addr string is the standard "127.0.0.1:5600", so you can specify port. Might also add in the option to specify full addresses: "tow://user:[email protected]:5600", let me know =).
Need to add some more things in... on join-game, the server will send the map name to the client. At some point, ill do a verification, and if the map doesnt exist, the client will notify the server, and either download it, or disconnect.
Also have the mail functionality implemented, though I dont know if it works yet, havent tested that out yet. For now, the server is acting as a mail router, recieving messages from the clients, and sending them back to all connected clients. The clients then stamp the raw messages and send them to the local PostOffice objects to deliever. The game is then simulated on each client separately. From the readings that I have done, this is the standard method of doing things =).
Z.
Again Zaei, Sounds Great.
For the support for tow:// things, make it so when the game starts if the command line is that or something like that it then stores the data and follows thru the normal steps to join a game (albeit automated and using the stored data).
Thats probably what I will do, Psy, though if the game is run with that as the command line, I can just send it straight on through to the console.
Z.
The packets are flying think and fast =). The server now sends the current map to the clients when they all signal ready. New console commands, say(string), whisper(string), for global messaging and whispering.
Z.