The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: meep-eep on October 03, 2006, 05:53:54 am



Title: Announcing network SuperMelee (was: Project ZOMG)
Post by: meep-eep on October 03, 2006, 05:53:54 am
Watch this space...


Edit: changed thread subject
And to obviate the need for newcomers to read the entire thread: To get started with netplay, see here (http://uqm.stack.nl/wiki/Netplay_howto).


Title: Re: Project ZOMG
Post by: Lukipela on October 03, 2006, 07:54:11 am
Now this piques my curiosity. Watching.


Title: Re: Project ZOMG
Post by: stshores24 on October 03, 2006, 04:20:19 pm
Watch this space...
OK, now my curiosity is piqued as well.


Title: Re: Project ZOMG
Post by: Sage on October 03, 2006, 08:15:51 pm
Consider it "watched".


Title: Re: Project ZOMG
Post by: Neonlare on October 03, 2006, 08:21:06 pm
Consider this watched, also, if you need any help with graphics, just ask me :D. I can do SC2 style graphics.


Title: Re: Project ZOMG
Post by: Megagun on October 03, 2006, 08:26:50 pm
/me walks in the room, takes a look around, hammerspaces a two-way telescreen, places it against a random wall, and leaves the room again.


Title: Re: Project ZOMG
Post by: Zarnium on October 03, 2006, 11:39:34 pm
Erm... what?


Title: Re: Project ZOMG
Post by: Mugz the Sane on October 04, 2006, 08:05:42 am
[One of Mugz' slave robots enters and assumes a watchful attitude.]


Title: Re: Project ZOMG
Post by: Shiver on October 04, 2006, 08:22:04 am
What kind of joke is this? Hey moderator, I think you need to moderate yourself now.


Title: Re: Project ZOMG
Post by: Lukipela on October 04, 2006, 01:56:23 pm
What kind of joke is this? Hey moderator, I think you need to moderate yourself now.

Quis custodiet ipsos custodes?


Title: Re: Project ZOMG
Post by: Jumping *Peppers* on October 04, 2006, 05:34:54 pm
What kind of joke is this? Hey moderator, I think you need to moderate yourself now.

Quis custodiet ipsos custodes?
... Who looks at the custodians?
Sorry, my Latin is terrible XD

Back on subject, would you mind giving us a little more information on this project, meep?


Title: Re: Project ZOMG
Post by: Draxas on October 04, 2006, 06:16:37 pm
What kind of joke is this? Hey moderator, I think you need to moderate yourself now.

Quis custodiet ipsos custodes?

Thanks for that, Commander Vimes. ;)

*Removes eyeball, leaves on table, goes off to do other things*


Title: Re: Project ZOMG
Post by: meep-eep on October 04, 2006, 06:24:13 pm
Sorry, giving away information defeats the purpose of being ominous.
How about a nice game of ZFP Orbital Minature Golf?


Title: Re: Project ZOMG
Post by: stshores24 on October 04, 2006, 06:56:50 pm
Sorry, giving away information defeats the purpose of being ominous.
Ominous? It would have been so if it had had *asterisks* around the *words*. As such, it's just mysterious. :)


Title: Re: Project ZOMG
Post by: Jumping *Peppers* on October 04, 2006, 10:30:48 pm
What kind of joke is this? Hey moderator, I think you need to moderate yourself now.

Quis custodiet ipsos custodes?

Thanks for that, Commander Vimes. ;)

*Removes eyeball, leaves on table, goes off to do other things*
Gah! How did I miss a Discworld reference?!

*honorable suicide*

Also,

Quote from: Meep-Eep
How about a nice game of ZFP Orbital Minature Golf?
Sounds cool. Sorry for ruining your invisible text, btw. :P


Title: Re: Project ZOMG
Post by: Mugz the Sane on October 05, 2006, 07:44:03 am
Quis custodiet custard?


Title: Re: Project ZOMG
Post by: meep-eep on October 07, 2006, 12:37:23 am
Ominous? It would have been so if it had had *asterisks* around the *words*. As such, it's just mysterious. :)
*Thanks* for the *hint*.
Welcome to ZEX's Omnivorous Monster Gymnastics?


Title: Re: Project ZOMG
Post by: Deus Siddis on October 07, 2006, 10:27:29 pm
Is this supposed to be a mystery-0.6-feature thread or something else?


Title: Re: Project ZOMG
Post by: meep-eep on October 08, 2006, 12:04:33 am
Is this supposed to be a mystery-0.6-feature thread or something else?
I prefer to call it vaporware-hype-thread, but yeah.
(Zooplankton On My Geraniums)


Title: Re: Project ZOMG
Post by: evktalo on October 08, 2006, 09:17:12 pm
Oh no! UQM 0.6.0 is now officially vapourware!


Title: Re: Project ZOMG
Post by: meep-eep on October 25, 2006, 11:54:40 pm
Watch this space...
Any day now...


Title: Re: Project ZOMG
Post by: Anthony on October 26, 2006, 02:24:31 am
The clock is ticking...

Some CVS info for 0.6.0
http://sc2.cvs.sourceforge.net/sc2/sc2/ChangeLog?view=markup


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 26, 2006, 02:29:29 am
OMG!
So when is 0.6.0 coming out anyways?


Title: Re: Project ZOMG
Post by: Neonlare on October 26, 2006, 02:41:54 am
NEAT! But I don't see any online play on that, please aaad eeet :(.


Title: Re: Project ZOMG
Post by: Lukipela on October 26, 2006, 08:22:17 am
NEAT! But I don't see any online play on that, please aaad eeet :(.

And Iwant to play it on my SNES console, please add that as well  :'( ??? :) :(.


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 26, 2006, 09:45:29 am
NEAT! But I don't see any online play on that, please aaad eeet :(.

And Iwant to play it on my SNES console, please add that as well  :'( ??? :) :(.

 ??? :-\ :o ;D


Title: Re: Project ZOMG
Post by: Lukipela on October 26, 2006, 11:31:08 am
NEAT! But I don't see any online play on that, please aaad eeet :(.

And Iwant to play it on my SNES console, please add that as well  :'( ??? :) :(.

 ??? :-\ :o ;D

Lets see if i can do this right... ehum:

"im in ur thread spamming ur noowz!!"


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 26, 2006, 07:51:46 pm
So what is this thread about again?  ???


Title: Re: Project ZOMG
Post by: Lukipela on October 26, 2006, 09:57:01 pm
So what is this thread about again?  ???

It's either about ZOMG or meep being bored. I guess we shall have to wait and see.


Title: Re: And now the conclusion
Post by: meep-eep on October 27, 2006, 12:21:13 am
I've just committed a little something to CVS called "Netplay", aka "Project ZOMG".

Instructions will follow.


Title: Re: And now the conclusion
Post by: Anthony on October 27, 2006, 01:08:54 am
I've just committed a little something to CVS called "Netplay", aka "Project ZOMG".

Instructions will follow.


Awesome.  I can't wait until Netplay is implemented.


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 01:24:17 am
DAMN! :o

i can't wait to see this ;D


Title: Re: Project ZOMG
Post by: meep-eep on October 27, 2006, 01:47:28 am
You'll have to wait a while longer for pre-built snapshots. It seems that MinGW doesn't come with network support, and MinGW is used to cross-build these executables. I'm looking into this at this very moment. Those who want to build it themselves should be able to do so using MSVC++ (see INSTALL.msvc; the freely available express edition will do) or on Linux (and possibly other unices, though that hasn't been tested yet).

The file doc/users/netplay-howto.txt explains how to use netplay. There's no GUI yet, so everything needs to be set up on the command line.
And don't forget to tell your firewall to allow TCP traffic from/to port 21837.

We intend to release 0.6.0 once Netplay is thoroughly tested, add the GUI and some other missing things are added. Bugs should go to our bug database (http://bugs.uqm.stack.nl/) as usual.



Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 02:05:19 am
cool, I'll give it a test


Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 02:27:44 am
So will I! Where's the .EXE?


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 02:40:43 am
meep-eep...

do you have yours set-up?

maybe we can test it, and i'm wondering if it'll work across platforms.

.:: EDIT ::.
and yes, i have already compiled it  8)

.:: Question

How do you get the updated content to work in compressed form?



Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 02:49:50 am
Compile? Damn, I can't do that with my PC, I find the process too fiddly :(, can you make an EXE for poor Ol' me?


Title: Re: Project ZOMG
Post by: meep-eep on October 27, 2006, 02:51:07 am
Re: Kohr-AH Death
I'm actually busy fixing the code so it will work on MinGW, and hence the cross-builds will work. But the IRC channel (#sc2 on irc.freenode.org) is probably a good place for people who want to try this to gather.

The snapshot page explains how to use the content update.


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 03:13:34 am
Compile? Damn, I can't do that with my PC, I find the process too fiddly :(, can you make an EXE for poor Ol' me?

Do you have windows?

i could e-mail you the compiled binary


Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 03:14:31 am
Thanks dude, deborah@debsonair.fsnet.co.uk don't ask, it's a family E-Mail.



Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 03:18:16 am
Thanks dude, deborah@debsonair.fsnet.co.uk don't ask, it's a family E-Mail.



sending now  8)


Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 03:22:16 am
Thanks dude, deborah@debsonair.fsnet.co.uk don't ask, it's a family E-Mail.



sending now  8)

Thanks Death, your great :D.
Damn, failed to start because I'm missing the SLD thing, should I copy my old files over?


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 03:25:41 am
Thanks dude, deborah@debsonair.fsnet.co.uk don't ask, it's a family E-Mail.



sending now  8)

Thanks Death, your great :D.
Damn, failed to start because I'm missing the SLD thing, should I copy my old files over?

what EXACTLY did it say


Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 03:29:04 am
Sorry, I'm not a wiz at compiling, and it's getting preaty late over here in England, I just hope I can get this ready fast enough so I can have a go at it :S.

Now I'm getting this error:

The procedure entry point SDL_strlcpy could not be located in the dynamic link library SDL.dll.


Huh?


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 03:34:54 am
Sorry, I'm not a wiz at compiling, and it's getting preaty late over here in England, I just hope I can get this ready fast enough so I can have a go at it :S.

Now I'm getting this error:

The procedure entry point SDL_strlcpy could not be located in the dynamic link library SDL.dll.


Huh?

i'll see if i can fix that for you by sending my .dll's to ya


Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 03:41:00 am
Thank you! Thank you! I can enjoy Ur-Quan Masters Online now! Yay! And help out if I see any bugs :D.

How does it exactly work though? Are we taken to a list like Counter Strike, or directly connected?


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 03:51:37 am
well you gotta set your ports in your firewall and/or router

txt taken from "netplay-howto.txt"

Quote
To use Netplay you need to pass some parameters to uqm. In future versions
you should be able to set everything you need to set from within the
game itself.

--netport1 specifies the port the bottom player will connect to or accept
    incoming connections on. If this parameter is not specified, 21837 will
    be used.
    Your firewall needs to be set up to allow TCP connections from/to
    the used port.
--nethost1 specifies the name or ip number of the host to connect to for
    the bottom player. If this parameter is not specified, UQM will
    instead accept incoming connections.
--netport2
    As --netport1, but for the top player
--nethost2
    As --netport2, but for the bottom player
--netdelay
    The desired input delay (in frames). A keypress or keyrelease
    will only take effect after this many frames. The result is that while
    higher values make your ship to seem to respond more sluggishly,
    they give the keypress information more time to reach the remote party.
    If the game stutters, this is because it is waiting for this
    keypress information to arrive, which is an indication that the
    input delay is too low.
    As SuperMelee runs at 24 frames per second, each frame delayed will
    delay the input by about 42ms.
    The delay used is the maximum of the desired value for both parties.
    The default is 0. Values lower than 4 will be hardly noticable
    in terms of responsiveness.
    Future versions may automatically decide on the best value to use.

In SuperMelee, there is now an extra control method, "network control".
If you change the control method to that, and press LEFT, UQM will start
paying attention to incoming connections or try to establish an outgoing
connection, depending on the specified parameters. Pressing RIGHT will
cancel connection attempts or abort an already established connection.
You'll get a message when a connection has been established. In the mean
time you can already set up your own team.
The game won't start until both parties have confirmed the current setup.
If one player moves away from the 'Battle!' button, both parties need to
reconfirm.

If you have mIRC then we could do this easier, or a msn messenger name


Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 03:56:07 am
Wow, that's a lil complicated to set up, I understand it alright but, I have a router, and I also use ZoneAlarm as my Firewall, which I'm not sure allows TCP connections to go through, tis a little strange, and could alientate new players if it stays in.

But of course, this is before it's even been released, the flaws are gonna be ironed out soon enough, that's why we're going to be play testing it :P.


Title: Re: Project ZOMG
Post by: JHGuitarFreak on October 27, 2006, 04:00:45 am
Wow, that's a lil complicated to set up, I understand it alright but, I have a router, and I also use ZoneAlarm as my Firewall, which I'm not sure allows TCP connections to go through, tis a little strange, and could alientate new players if it stays in.

But of course, this is before it's even been released, the flaws are gonna be ironed out soon enough, that's why we're going to be play testing it :P.
well they said they'll be roughing it out and adding a gui to it, so this is basically early beta, if i'm to understand correctly


Title: Re: Project ZOMG
Post by: Sage on October 27, 2006, 06:38:29 am
Until the CVS snapshot system is functioning again, I have a copy of uqmdebug.exe that you will need in order to use the netplay functionality. This is taken from the CVS as of a few minutes ago.

Enjoy!

Edit: It appears you will also need an updated version of SDL.dll for this to work.

Edit 2: Links removed now that CVS snapshots are working...


Title: Re: Project ZOMG
Post by: Megagun on October 27, 2006, 03:00:38 pm
http://www.hamachi.cc
Virtual LAN. Bypasses having to configure your router. And it works

Room: UQMultiplayer1
pass: Fwiffo

See you there. :)
Note: if the room is full, someone should make a new room named UQMultiplayer2, Same password (Fwiffo) please.

Edit: after a fresh install, the thing keeps buggering my about a wrong keys.cfg file with Sage's EXE. Odd. :/

Edit 2: http://uqm.stack.nl/files/snapshots/ -> got the content update: fixed! :)


Title: Re: Project ZOMG
Post by: Neonlare on October 27, 2006, 04:56:42 pm
Mmm, me and Megagun tried to conect, but we had several problems, none of which were really related to the game itself but how online mode is iniatated.

I didn't know how to use command prompts fully, but I did know of it because I've used them on DOSBox a little. I know a lot of the people here do but it does seem to be a general oldbie thing when DOS was around, and maybe a bit afterwards, I don't think many people know what it is now, generally because they haven't grown up with the need of going into their cmd window to open up a game, when there's a shortcut there and here. The other problem was that when I we tried to match our ping we couldn't, this wasn't in Ur-Quan Masters but in Hamachi, which enables people to host games and such through routers, it's very useful when it works *kicks monitor.*

Yeppers, I know that this is veeery early times for this, but once the system is completely clear of bugs, etc, then I'd advise working on a Lobby, or something that does it automatically in-game, that way people can just click and play it without having to worry about I.Ps and pings, so on.

Just out of day-dreamingness, I decided to draw up what my impressions of a Lobby would look like on Ur-Quan Masters, it's preaty simple, but I suppose that it does the job...

There's a table showing the server details, etc and so on, whether it's full or not, passworded, and the ping rate of them, no text has been added, considering that it's just a rough sketch.

From left to right they would be Server Name, Players (1/2, etc), Full/Locked (indicated by a symbol) and Ping.

(http://img130.imageshack.us/img130/5638/lobbyscreen2jf2.png)

My mind started running ahead of itself after a while, I added an extra box for chatting whilst waiting for a server, so you could organize with other players, etc.

And then it ran ahead further, I drew up a box for an Avatar for the players, visible only when you check the other player's stats, which could be seen by clicking on their name and then stats, it would show their loss vs. win rate, total time played, favoured ship (depending on how many uses) and so on. To edit the avatar, the player would just click on the box with the Avatar in it and then select his race, and edit some parts of it (Humans could have jaw shapes and hair colours, Utwig could have masks, some races might not have anything like that at all, like the Zoq-Fot-Pik...)

O'course, it's early days, I just want to see the Online mode actually work with other players.


Title: Re: Project ZOMG
Post by: Novus on October 27, 2006, 07:24:33 pm
Netplay? Well, that certainly merits a ZOMG!!! :D

The netplay extension seems to work quite well, although so far I've only tried it over loopback interface ;). I ran into a few oddities when setting up netplay; I think I may have some bug reports soon. However, the game state seems to stay very nicely synchronised between both machines.


Title: Re: Project ZOMG
Post by: Anthony on October 28, 2006, 02:04:54 am
I added the content updates, and the 0.5.3 update exe.

I installed the Hamachi program; it's cool; I got a second private IP address that I can use.

So if anyone wants to play UQM via netplay.  I'll be on Hamachi in UQMultiplayer1.

Everytime, I try to use either --nethost1 --netport2 --nethost1 or --netport2, I keep getting that pop-up saying that they're not valid arguments.

Quote
uqm.exe -C uqm -n content --addon remix --nethost2 5.17.143.29

I was wondering, would those be the right arguments for connecting to a host with an IP of 5.17.143.29?


Title: Re: Project ZOMG
Post by: meep-eep on October 28, 2006, 02:28:14 am
They're all valid arguments in themselves. But do you really intend to use the dir "uqm" within the current dir to store the config files, and do you actually have the content within a dir "content" within the current dir?


Title: Re: Project ZOMG
Post by: Anthony on October 28, 2006, 02:33:10 am
They're all valid arguments in themselves. But do you really intend to use the dir "uqm" within the current dir to store the config files, and do you actually have the content within a dir "content" within the current dir?

yes I do  ;D

Also,I tried to ping Neonlare's Hamachi IP address, but the request timed out.  Is that because I am behind a router?  I thought that with Hamachi, my router settings didn't matter...


Title: Re: Project ZOMG
Post by: meep-eep on October 28, 2006, 02:41:33 am
It should work then. What is the exact message you got?

I have never used Hamachi, so I can't tell much about that. Pings can also time out because the other party just isn't configured to respond to pings.


Title: Re: Project ZOMG
Post by: meep-eep on October 28, 2006, 03:28:10 am
Snapshots (http://uqm.stack.nl/files/snapshots) are working again. You shouldn't need to upgrade your SDL.dll for this. You do need the content upgrade (available on the same page) though.


Title: Re: Project ZOMG
Post by: Anthony on October 28, 2006, 04:06:17 am
That's awesome.  Thanks meep-eep.  0.6.0 is gonna be so awesome.

btw, I noticed that in 0.5.3 and 0.5.4, the gameplay is a lot more smoother (i.e. better frame rate), and I'm using the HQ scaling mode.

Just out of curiosity, is it possible to put a host on your computer, and make the client connect to your own host on the same computer?


Title: Re: Project ZOMG
Post by: Novus on October 28, 2006, 09:35:53 am
Just out of curiosity, is it possible to put a host on your computer, and make the client connect to your own host on the same computer?
As I mentioned, that's the only way I've run UQM netplay so far, as I only have it installed on my main desktop. You can use IP address 127.0.0.1 to connect directly to the same machine (neatly avoiding many firewalls).


Title: Re: Project ZOMG
Post by: Anthony on October 28, 2006, 01:01:52 pm
What did you type in your arguments to play against yourself on 127.0.0.1?


Title: Re: Project ZOMG
Post by: Megagun on October 28, 2006, 02:01:12 pm
Well, with the game I played with Meep (won't say the outcome of the game. I don't want to spoil Meep's reputation), here's what I did:

--netport1=PORTNUMBER

Meep would then do something like
--netport2=PORTNUMBER --nethost2=HOSTIPADDRESS

Optionally, either player can use --netdelay=NUMBER to set the netdelay. I believe the lowest netdelay setting will be used. Experiment with this a bit until you get it right. :)

Note: netport1 means settings for PLAYER 1, which is the BOTTOM PLAYER. IF you are hosting with netport1, set 'network player' on the BOTTOM PLAYER.
Player 1 = bottom. Player 2 = top.


Title: Re: Project ZOMG
Post by: Anthony on October 28, 2006, 04:28:50 pm
I keep getting the message "Top player:  Connection closed"

Here are the arguments that I am using for the host and the client:

Quote from: Host args
uqm.exe -C uqm -n content --addon remix --netport1=1337
For the host, the top player is "Network Control", and the bottom is "Human"

Quote from: Client args
uqm.exe -C uqm -n content --addon remix --nethost2=127.0.0.1 --netport2=1338
For the client, the top player is "Human", and the bottom is "Network Control"

Even if I switch the network control and human, they just await a connection, and nothing happens.  I know that this is still being testing, and I'm glad that I'm trying this out, so that I understand what needs to be done for netplay...  ;D


Title: Re: Project ZOMG
Post by: Novus on October 28, 2006, 04:44:37 pm
I keep getting the message "Top player:  Connection closed"

Here are the arguments that I am using for the host and the client:

Quote from: Host args
uqm.exe -C uqm -n content --addon remix --netport1=1337
For the host, the top player is "Network Control", and the bottom is "Human"

Quote from: Client args
uqm.exe -C uqm -n content --addon remix --nethost2=127.0.0.1 --netport2=1338 --netdelay=5
For the client, the top player is "Human", and the bottom is "Network Control"
Your ports don't match; the client has to connect to the port the host listens on. Change net port 2 on the client to 1337 and reverse the control configuration ingame and it should work. Personally, I just leave the ports out completely and just specify the server address on the client's command line.


Title: Re: Project ZOMG
Post by: meep-eep on October 28, 2006, 05:28:38 pm
Yes, leave out the ports. You'll only need to ever specify the ports if your firewall doesn't allow port 21837 traffic, but does allow other ports, and you have no access to the firewall settings at all.

It is the maximum delay of the two sides that is used. If the gameplay is jittery, this usually means that the game is waiting for the remote input for a frame to arrive. By setting a delay, the input you send will only be processed that many frames later.
So a higher delay means smoother play on bad connections, but less responsiveness of your ships. In my experience, a delay of more than 3 frames will cause the gameplay to suffer.
Set the the delay as low as your connection will allow. Unless you're playing over a lan, you'll probably need a delay of at least 2. For me (from the Netherlands) to fOSSiL (in the USA) a delay of 3 frames worked nicely.
As there are 24 frames in a second, each extra frame delayed will give the commands and extra 1000/24 = 42ms to arrive.
Suppose you have a ping time of 200ms to the the remote party. This means it takes 200ms for a response to your ping packet to arrive, so it will actually take 100ms for a packet to reach the remote party. Divide this by the delay per frame gives you 100 / (1000/24) = 2.4. This is how many frames a packet will need to be delayed at the least for a smooth game. As you can only delay whole frames, you should set your frame delay to 3 in this case, which gives you 3*(1000/24) = 125ms.
Note that a ping time of 200ms will usually mean an average ping time of 200ms. If some packets arrive later, you'll still encounter hickups. So it's better to set your frame delay so that it gives your commands some extra time. 125ms where the average time required is 100ms sounds good. Still, occasional stuttering may be unavoidable over long-distance connections.

But you don't really need to calculate all this. Just experiment. Let one player specify no input delay at all, and let the other player try with increasingly higher delay settings. As I said, the actual delay used is the maximum of the two.

In future versions, I'll probably have UQM calculate the required frame delay and set it automatically.


Title: Re: Project ZOMG
Post by: Novus on October 28, 2006, 10:06:41 pm
Amusing factoid: if you set up player 1 in a UQM instance as a network host and player 2 as a network client connecting to the above host (in other words, have one copy of UQM talking to itself over the Net), it's impossible to start the game because it gets stuck waiting for remote game start confirmation. This is actually a good thing, as you can cancel at this stage and fix your settings. ;)

In any case, I should be able to handle both in- and outbound UQM game connections (firewall settings check out); if anyone wants a shot at netplay UQM within an hour from now, PM me with a suggested configuration (connection settings, fleets, et.c.).


Title: Re: Project ZOMG
Post by: meep-eep on October 28, 2006, 10:59:39 pm
Ok, I just discovered outgoing connections aren't working at all on Windows. I'm working on a fix now.

Update: fixed version available on the snapshots (http://uqm.stack.nl/files/snapshots/) page.


Title: Re: Project ZOMG
Post by: Anthony on October 29, 2006, 02:58:55 am
Thanks meep-eep.  This is awesome.  I was able to connect to myself.

If anyone wants to test out multiplayer, I'll be on Hamachi; it's a wicked VLAN program.  check it out.  http://hamachi.cc

Room: UQMultiplayer1
Password Fwiffo

EDIT:  I played super melee with someone through Hamachi, and it was awesome!  Although there was some lag, the experience was still just as great.  So much fun.  Again, good stuff meep-eep.  ;D


Title: Re: Project ZOMG
Post by: meep-eep on October 29, 2006, 06:21:11 am
I talked in the the IRC channel with your opponent, and you should not have any lag if you had set an input delay. With a link as good as yours, a delay of 1 would be enough, but 0, which you had, is pushing it.

Also, CVS now contains a fix for a loss-of-sync error with the Kohr-Ah Maurauder. It also has improved sync loss detection, which unfortunately makes it incompatible with earlier builds, so you won't be able to use it with people who are still running an older version.
Snapshots are in the usual location.

And here's a little challenge for those who know C. What is wrong with the following piece of UQM code that could cause a network game to lose sync? (It didn't, but it could.)
Code:
SetVelocityVector (&AsteroidElementPtr->velocity,
        DISPLAY_TO_WORLD (((SIZE)TFB_Random () & 7) + 4),
        (COUNT)TFB_Random ());



Title: Re: Project ZOMG
Post by: Novus on October 29, 2006, 11:40:08 am
Also, CVS now contains a fix for a loss-of-sync error with the Kohr-Ah Maurauder. It also has improved sync loss detection, which unfortunately makes it incompatible with earlier builds, so you won't be able to use it with people who are still running an older version.
Snapshots are in the usual location.
Great!

Quote
And here's a little challenge for those who know C. What is wrong with the following piece of UQM code that could cause a network game to lose sync? (It didn't, but it could.)
Code:
SetVelocityVector (&AsteroidElementPtr->velocity,
        DISPLAY_TO_WORLD (((SIZE)TFB_Random () & 7) + 4),
        (COUNT)TFB_Random ());
Parameter evaluation order undefined; i.e. compiler may decide to call the random generator for the third parameter and then the second parameter instead of the intuitively obvious left-to-right order. One of my pet peeves with C.


Title: Re: Project ZOMG
Post by: Megagun on October 29, 2006, 12:21:17 pm
Tried playing today with Michilus_nimbus. Both running WinXP SP2. Normal didn't work. Neither did it work through Hamachi (we could ping eachother fine). Connecting worked, selecting ships worked, but as soon as we entered the battle, we'd both lose connection.

Code:
[12:11] <Michilus_nimbus> NETPLAY: [0] +/- Connection state changed to: inBattle.
[12:11] <Michilus_nimbus> Network connections have gone out of sync.
[12:11] <Michilus_nimbus> TFB_Prim_Stamp: Tried to draw a NULL frame (Stamp address = 0415F6CC)
[12:11] <Michilus_nimbus> TFB_Prim_Stamp: Tried to draw a NULL frame (Stamp address = 0415F6CC)
[12:11] <Michilus_nimbus> TFB_Prim_Stamp: Tried to draw a NULL frame (Stamp address = 0415F69C)
[12:11] <Michilus_nimbus> TFB_Prim_Stamp: Tried to draw a NULL frame (Stamp address = 0415F69C)
[12:11] <Michilus_nimbus> NETPLAY: [0] +/- Connection state changed to: unconnected.

And yes, we both used the latest snapshots. :/


Title: Re: Project ZOMG
Post by: meep-eep on October 29, 2006, 04:27:28 pm
Did any of you use any non-standarc content packages?


Title: Re: Project ZOMG
Post by: Megagun on October 29, 2006, 07:21:03 pm
Hm. Don't think so.... Hmm... Maybe not. I think I have a content pack that enables the usage of SIS vs SIS in Melee (since I have a seperate UQMflagships EXE in my UQM folder)...


Title: Re: Project ZOMG
Post by: 0xDEC0DE on October 30, 2006, 07:57:19 pm
*looks up*

Oh my.  I think I need to get my MacBook fixed sooner rather than later so I can get this built...


Title: Re: Project ZOMG
Post by: Anthony on October 30, 2006, 09:05:17 pm
[Oh my.  I think I need to get my MacBook fixed sooner rather than later so I can get this built...

Cool; good luck with that.  Install Hamachi and join the UQMultiplayer1 room, so that everyone can play without worrying about router settings... :D


Title: Re: Project ZOMG
Post by: DavidPartay on October 30, 2006, 11:18:14 pm
This sounds awesome, but I'm at work and cannot join in on the fun :(


Title: Re: Project ZOMG
Post by: Mr Brian on October 31, 2006, 07:29:20 am
Tried it on Hamachi, works great fellas!

now someone port it to xbox360 ;)



Title: Re: Project ZOMG
Post by: meep-eep on November 01, 2006, 01:49:45 am
To keep the main #sc2 IRC channel clean, we've opened up a new '#uqm-arena' channel. This is now the reccommended place to find someone to shoot to bits.


Title: Re: Project ZOMG
Post by: Captain_Smith on November 01, 2006, 05:30:43 am
Sounds cool, going to have to drop by and try it sometime.


Title: Re: Project ZOMG
Post by: kwamp on November 01, 2006, 04:03:07 pm
Sounds cool, going to have to drop by and try it sometime.

Anyone who frequents the board should stop by!  I managed to play a heirarchy v. alliance with "Chenjesu", and while there was some infrequent lag, I don't think you can complain with no built-in lag compensation system.  Plus, I believe he was in the Baltic (Serbia maybe?) and I'm in the Eastern USA, so it was quite a long-distance connection.

I also managed to set up a lan game with the wife, though she wasn't terribly interested in learning at the time, and it was smooth as a baby's bottom.  Definately neat.

Speaking of lan, if you guys plan to integrate the network play into the menus (instead of the command line), any chance to work on differentiating between online and lan?  It may be nice to have an auto-search of the 192 IP's to sniff out the game instead of having to know your network IP.

-Kevin / zooo on irc


Title: Re: Project ZOMG
Post by: meep-eep on November 02, 2006, 12:09:12 am
The confirmation problem is now fixed in CVS. Snapshots are here (http://uqm.stack.nl/files/snapshots/), as always.
Don't forget to get a new content update; one file has changed.


Title: Re: Project ZOMG
Post by: darkshade on November 04, 2006, 11:28:29 pm
um hello i just got the game yester day and i cant stop playing it! i read this thread and all i understand is that this is somekind of way to play the game online! but i have no idea how to get it or whats a snapshot so if anybody knows a link that can help me out or can explane it to me that whuld be great thank you!

P.S Sorry for my bad spelling!


Title: Re: Project ZOMG
Post by: Anthony on November 05, 2006, 12:13:54 am
um hello i just got the game yester day and i cant stop playing it! i read this thread and all i understand is that this is somekind of way to play the game online! but i have no idea how to get it or whats a snapshot so if anybody knows a link that can help me out or can explane it to me that whuld be great thank you!

A snapshot is the latest beta(still testing) release.

To get the latest version (with multiplayer), you have to go to http://uqm.stack.nl/files/snapshots/ and download the UQM zip, and the content update file.  There are some brief instructions on the webpage.  I hope that helps.




Title: Re: Project ZOMG
Post by: Megagun on November 05, 2006, 01:37:47 pm
http://uqm.stack.nl/wiki/Netplay_howto


Title: Re: Project ZOMG
Post by: Halleck on November 18, 2006, 06:59:47 pm
*looks up*

Oh my.  I think I need to get my MacBook fixed sooner rather than later so I can get this built...
I can give it a go on my mac, but I don't know the first thing about compiling UQM on OSX. Do you have an Xcode project or is it done from the command line?


Title: Re: Project ZOMG
Post by: JHGuitarFreak on November 19, 2006, 04:11:23 am
*looks up*

Oh my.  I think I need to get my MacBook fixed sooner rather than later so I can get this built...
I can give it a go on my mac, but I don't know the first thing about compiling UQM on OSX. Do you have an Xcode project or is it done from the command line?

i have the same problem, i don't know where to start on a mac, and i have no idea which IDE or Command line GNU compiler they use on a mac to compile UQM...

i can't wait for this whole netplay to become fully integrated


Title: Re: Project ZOMG
Post by: 0xDEC0DE on November 20, 2006, 04:37:24 am
*looks up*

Oh my.  I think I need to get my MacBook fixed sooner rather than later so I can get this built...

It is done.  Let all Mac users also share in the joy: http://www.submedia.net/uqm/


Title: Re: Project ZOMG
Post by: Halleck on November 20, 2006, 08:10:18 pm
Woot! Thanks again for the build.


Title: Re: Project ZOMG
Post by: Zeep-Eeep on November 21, 2006, 04:05:21 am
Is there any chance the development team would be willing
to make a daily zip file of the source? I know I can get it
through cvs, but a zip file would be much nicer and faster.
There is a regular Windows build, so would you be willing
to zip the source to that build for us non-Windowers?

Thanks for your consideration.


Title: Re: Project ZOMG
Post by: 0xDEC0DE on November 21, 2006, 06:20:18 am
The source is distributed along with the daily win32 builds:

http://uqm.stack.nl/files/snapshots/


Title: Re: Project ZOMG
Post by: JHGuitarFreak on November 21, 2006, 10:49:23 am
Just a question to 0xDEC0DE, what do you use to compile UQM on the mac?



Title: Re: Project ZOMG
Post by: 0xDEC0DE on November 21, 2006, 05:36:26 pm
I use the tools provided with Xcode (gcc, et. al.), and the build scripts included with the source.  Coredev has been quite good at making sure that the build scripts work with MacOS X, so once you have all the required frameworks installed (you can dig them out of the .app file, if need be) it's pretty hands-off.


Title: Re: Project ZOMG
Post by: Zeep-Eeep on November 21, 2006, 09:55:09 pm
The source is distributed along with the daily win32 builds:

http://uqm.stack.nl/files/snapshots/

Thanks. I think I'll compile it tonight and give this net melee a shot.


Title: Re: Project ZOMG
Post by: JHGuitarFreak on November 22, 2006, 02:50:26 am
I use the tools provided with Xcode (gcc, et. al.), and the build scripts included with the source.  Coredev has been quite good at making sure that the build scripts work with MacOS X, so once you have all the required frameworks installed (you can dig them out of the .app file, if need be) it's pretty hands-off.

Thats the info I was lookin for, Thanks Man


Title: Re: Project ZOMG
Post by: meep-eep on December 07, 2006, 07:38:09 am
Since my last message in this thread, many bugs have been fixed, and thanks to McMartin you don't have to mess with command line switches anymore; everything can be setup from within the game.

Some code has changed quite a bit, and I'm hoping people here could test whether everything works as it should.
In particularly, there are lots of (combinations of) ways to abort a game, and if there's a Netplay bug somewhere, it's probably here. As this code is shared with the main game, it's also important that this gets tested some more.
There are several ways to abort a game: by pressing (by default) F10, by closing the application, and in some places by selecting some button.
There are also several places where a game can be aborted: in the fleet setup menu, while selecting ships for the first time, during battle, and while selecting ships for subsequent times.
When a game is aborted during ship selection, there's also a difference whether the selecting player aborts the game, or whether the other player does it.
In the full game, a battle can be won, the player can flee, he can be defeated, or the game can be aborted. Also the code that is used in battle is used while in HyperSpace and QuasiSpace, and loading a game is also a form of aborting it.
In all of these places, some different code is involved, and it is possible that in some combination, a bug could exist. And if it exists, I'd rather find out about it before we release 0.6.

Anyone who wishes to help (or just play the game), snapshots are available as usual at http://uqm.stack.nl/files/snapshots/ (http://uqm.stack.nl/files/snapshots/). Don't forget to upgrade the content as well.

Thanks, and blow up an Ur-Quan for me.


Title: Re: Project ZOMG
Post by: Captain_Smith on December 09, 2006, 04:28:10 am
How often are people playing Net UQM Melee games?  Thinking about dropping in sometime when I get the chance.


Title: Re: Project ZOMG
Post by: Anthony on December 09, 2006, 02:01:52 pm
I play them a few times a week, whenever I have the free time.  Even though there's lag, it's still fun, because the melee is more challenging, as the opponent does his/her best to win, and strategically chooses a ship, instead of just choosing the question mark every time.

It's an awesome addition!  TFB would be pleased for adding it to their work of art.


Title: Re: Project ZOMG
Post by: Cedric6014 on December 10, 2006, 08:08:24 pm
What, we have net melee now??? how do i do this!


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Anthony on December 11, 2006, 12:23:42 pm
You have to install the latest CVS from http://uqm.stack.nl/files/snapshots/.

After you do that, you go to Super Melee, and there's a new button at the top and bottom of the screen that say "net".  Press the top one, and if you want to be the server, select "wait for incoming connection", or if someone else is serving, ask them for their IP(host) address, and enter it in the host field, and click on "connect to remote host".  Then both players just press "Battle", then you can play multiplayer.


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Koowluh on December 11, 2006, 08:25:04 pm
<snip, already suggested with screens and all attached>


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Ludka on December 11, 2006, 09:10:34 pm
I can't wait to try it out -- unfortunately, I probably won't be able to give it a shot until after Christmas.  I'd like to see how different my tactics would be based on the going against an actual person as opposed to the often predictable AI.


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: AngusThermopyle on December 19, 2006, 04:07:00 pm
Great job, guys! Can't wait to try out version 0.6...   :D


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Heegu on December 21, 2006, 11:49:41 am
I want to play it with someone but nobody says a thing on the irc channel.


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Heegu on December 21, 2006, 09:08:34 pm
^Forget the above post i was there just at a bad time^


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Thornybranch on December 22, 2006, 06:55:26 pm
*downloads* prepair to be owned by the wrath of my ultra low point fleet!


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Squisherxxx on December 28, 2006, 09:50:32 pm
Ive made a netplay random team generator:  feel free to use it

http://www.cwo.ca/sc2.php


Title: Re: Announcing network SuperMelee (was: Project ZOMG)
Post by: Lukipela on January 06, 2009, 07:03:14 pm
Looks like the guest spam prevention filter isn't exactly working...