Now, for some more discussion and help request..
The MP code in EECH is... umm... somewhat complicated. As for the server/client topology, the server plays obviously the central role (as all the info goes from players to the server which then updates the player's info on what is going on in the world).
Well, I had this weekend, another quick look to the MP code and now I guess you're right, as the code seems even far more complex, everytime I dig further into it!...Anyway I still might be able to handle it!..I'm just gonna need some more support over this...For instance I would need access to the latest 1.7.1 version on the CVS, which has the last changes made by arneh to the MP code...So far, I was only able to access version 1.6.1, I think, under the folder "eech-new". Can anyone please tell me how to access newer versions?...
Yes I'd guess the client/server would be the way to go, cause that is how the MP code is programmed in many current Massively MP Games such as Ultima ON-line...However I suspect EECH was never built with this kind of topology for IP (LAN type) connections, something that Direct X SDK reference helped me to understand...
A peer-to-peer game is normally arranged and launched through a lobby client application that resides on the user's computer. There are two basic ways the lobby client can arrange a session:
The lobby client communicates directly with other potential users' lobby clients. This approach can be used, for instance, to arrange a game among users on the same local area network (LAN) subnet.
The lobby client acts as a link to lobby server application running on a remote computer. This is the way Internet-based games are normally arranged.
Anyway, now I guess I know where to start...
However, much of the game mechanics stays local, which often gives unpredictable results (infamous entity desynchronization problems, especially downwash). For example, it is perfectly possible to see the same gunship on the server's and client's monitors and it might be quite different... (weapon status, shooting directions, etc.).
Yeah!.. But I figured that, for a client/server topology it is ok to have a centralized game processing.. As long as clients keep getting updated, of course!...
Quoting D-X SDK again:
..."The server often does much more than support game logistics. With many games, especially large ones, much of the processing that maintains the "game universe" takes place on the server. The game clients are primarily responsible for handling the user interface (UI).
So I would guess the "entity desynchronization" problems only happen because the current MP code is "LAN oriented", and somehow, either the server side or the client side are not getting updated correctly over a WAN connection which ultimately results in an error and an eventual CTD...
However I would still need some confirmation on this...I mean, I vaguely remember something being written in this forum about this, but I still would like someone to set an EXCLUSIVE LAN setup and test the game over a LAN connection, and report to me if anything strange happened or if the game CTD with any entity error..Please, it would help a lot as I am currently unable to do it myself at home!...
The AI gunships have quite limited data as compared to player's gunships. This constitutes a major problem in multiplayer, as other people's aircraft is seen with as little detail as AI's.
Yeah, I noticed that!..Well then, I guess that is an additional proof that clients or server are not being correctly updated... And that brings up that "LAN question" again.. Is this happening on a LAN setup, also?...Test that for me, will you?!..
That was the major obstacle in writing the code for tandem (two players in one gunship) play - the mechanisms for data exchange are simply not there, they should be written from scratch. I certainly did NOT feel confident (or skillful - I am not a programmer) enough to do it (I had a taste of this task when adding gun rotation to MP).
Yes, I guess that would mean some additional code but like I said before, I think It'd be posssible, but It would have to be a combined effort! This is already too much for just one guy!... :rolleyes:
What do you meant by "gun rotation"?!..Was it "weapon cycling"?!?.
...don't think I got that!...
However, this is certainly the very much needed first step and xapt3r5 (I am sorry, but I barely speak l33t - what is it in plain English?) deserves much respect and gratitude to embark on that task.
Lol..
...That would be - chapter five - as in "Chapter V", the latest album from Staind. A band which I love to listen and I'm a big fan of..For the record, my real name's Ricardo... Thanks for the compliment!...
P.S.- Sorry for the long post!... :p