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Author Topic: Multiplayer on Net  (Read 15315 times)
Deep-Jiffa
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Multiplayer on Net
« on: November 01, 2003, 07:03:54 am »

Yeah I know people already suggested it and there is the problem the lag and you need to rewrite the code and it isn't possible. My idea is, but don't yell on me if I am wrong because I am not a programmer, creating a "mod" to uqm, a whole new game just for super melee in the internet and with time (and ofcourse if it will be done) sc1 strategy mode. That way you don't need to change the code for the entire game just for a small part of it, after all, you don't need to rewrite all of it, just to change parts of it, don't you? Huh
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Re:  Multiplayer on Net
« Reply #1 on: November 01, 2003, 07:40:35 am »

"A whole new game" is what people have suggested, but for some reason, the non-programmers want networking put into the _old_ game.  It's kind of like saying "Lets translate these modern physics books into Latin; you know all of Latin, it should be easy.  What?  There's no Latin words for half this stuff?"  Granted, there are C libraries for networking, but I'm not comparing Latin to C, but instead Latin to the group of custom functions written which in totality make up SC2/UQM.

When SC2 was created, people were just learning about this thing called the (arpa/inter)net, and the most sophisticated programs that ran on it were gopher, telnet, ftp, email, and MUD servers. Wink  With the exception of the MUDs, there were no networked computer games (although there were some BBS games like trade wars), that's what made them so cool.

The way SC2 was written didn't take the internet into account, so if someone did manage to get it working with the original code, either SC2 or its networking would suffer some quality.  A new game based on SC which takes the internet into account is what is needed (and what several have attempted/are attempting).
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Deep-Jiffa
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Re:  Multiplayer on Net
« Reply #2 on: November 01, 2003, 03:55:41 pm »

Strange, I didn't read any post that suggests that besides mine. But meanwhile, and I don't think it will be harder. Can you do Lan multiplayer?
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Re:  Multiplayer on Net
« Reply #3 on: November 02, 2003, 01:25:44 am »

You mean KALI?
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Re:  Multiplayer on Net
« Reply #4 on: November 03, 2003, 07:57:26 pm »

As far as a new game goes:  That's what SCOnline, SC: Timewarp, and all the other clones are, new games that had networking planned out ahead of time instead of adding it as a partly functional afterthought.

As far as the ease of modifying the current code:  I've seen cars accelerate a lot faster than my mini-van.  Mini-vans and cars are both gasoline powered, four wheeled vehicles right?  That's why I don't believe mechanics that tell me that moding my mini-van to accelerate like their cars would be very difficult and wouldn't end up working the way I expected.  I still can't find a mechanic that will do the work for me.  I think they're just lazy. Roll Eyes

Can I do Lan multiplayer?  If you mean whether I can program Lan Multiplayer stuff; I could, given sufficient time, but probably not anything that you'd want to play, and definitely not anything with UQM code.  I've done some TCP & UDP network programming before, but it was all for a course that I was taking, and it was mostly data streaming applications; it didn't need to take into account syncing of multiple clients, prediction, or anything that games would need.  Embarrassed
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Krulle
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Re:  Multiplayer on Net
« Reply #5 on: November 03, 2003, 08:05:19 pm »

Why implement MultiplayerMelee in UQM? For Multiplayer you do not need an AI, therefor Timewarp should do the trick for those wanting NetMelee.
Granted, the feel is still not as balanced as in the original SC-series (including UQM), but it is fine and as Multiplayer Netgame as it gets.  And having more people playing Timewarp might give the core-team a push continueing coding and refining the settings.

I still like it, and regarding its free fan-stuff (d/l for free, coders get no pay, no commercials, pop-ups or stuff like that, ...) i must say it's great!

Just my personal opinion. Smoke it if you want.
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Re:  Multiplayer on Net
« Reply #6 on: November 03, 2003, 08:19:08 pm »

Why- isn't TW balanced enough?  Sad


The idea of 8 ships in a super meele sounds kewl!

You can do 4vs4 or something!  Smiley
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Re:  Multiplayer on Net
« Reply #7 on: November 03, 2003, 08:59:51 pm »

Ok, I see that if I want multiplayer here instead of going to play TW which I hate, I should learn the code and figure out how to do it myself!
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Re:  Multiplayer on Net
« Reply #8 on: November 03, 2003, 09:06:52 pm »

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Why- isn't TW balanced enough?  Sad
Because they/we have accepted every ship that people submit.  The Chorali Extractor's a good example of that. Grin  There's currently a Melee Revision Team being lead by Jumping Peppers that is going through each ship and thoroughly testing them against each other.  They hopefully will rebalance things back to SC norms and maybe move unbalancable/just plain awful ships to a secondary menu, seperate from the good ships.

Edit- Added Orsqall's quote since DJ got a post in between.  Wink

Good luck on coding that DJ;  my point with the car analogy was that if coders who are more experienced than I say that something's very difficult, that means that it would be very difficult for me.  If they say that it can't be done without a complete rewrite of the code, then it's going to take a team of people if you want this new code to produce the same end results as SC2 melee (with added netplay).
« Last Edit: November 03, 2003, 09:16:10 pm by Culture20 » Logged
Krulle
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Re:  Multiplayer on Net
« Reply #9 on: November 03, 2003, 09:26:42 pm »

I like (nearly) all ships in Timewarp. Some are not really good, but have suprising results (as the Chorali, pick someone, face planet and boost).

TW isn't balanced regarding physical effects from the planet (at least it feels quie different than SC1/SC2/UQM), that's what most people feel disturbing.

Nonetheless i like it and i do believe there should be such a game like Timewarp. If it hadn't been there already, someone would have started it shortly after UQM got started (i believe).

Greetings, Martin

BTW: i tested all they have in 0.5u5 (version is called like this or similar), and have removed those from the allships-team that lead to a crash with this PC (e.g. Arkanoid Pincer, Batha Deviant, Confed Cargotran). Some of the ones which weren't already in the list (like the Dajielka Emissary) are really beloved, although the AI does not know what to do with'em.
Ships like the Terran are really useless (it detonates too far away in the preset, thus making no damage.

Please continue to add any submitted ship. - Thanks!
« Last Edit: November 03, 2003, 09:34:42 pm by Krulle » Logged
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Re:  Multiplayer on Net
« Reply #10 on: November 04, 2003, 02:18:23 am »

Heheh, thanks are in order to Culture20 for making the Cholari. I like whumping the hell out of people with asteroids.
OT: I like the Imperial Katana. Nothing like infecting opponents with radiation, and their victory ditty rawks!  Cool
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Re:  Multiplayer on Net
« Reply #11 on: November 04, 2003, 02:45:17 am »

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Ok, I see that if I want multiplayer here instead of going to play TW which I hate, I should learn the code and figure out how to do it myself!

Believe me, it's not that easy. Wink It took me a few months of learning c++ before I could even make my first game (and it was very simple).

However, I am working on an add-in that would allow Sc1-style strategy mode in the game, though not LAN.  Right now I'm still writing the basic mechanics; game engine implementation is a very long way off. I have no guarantees I'll finish it though. There's some discussion about it a few topics down - it's somewhere on the first page.
« Last Edit: November 04, 2003, 02:53:31 am by JWJ » Logged
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Re:  Multiplayer on Net
« Reply #12 on: November 04, 2003, 12:56:48 pm »

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OT: I like the Imperial Katana. Nothing like infecting opponents with radiation, and their victory ditty rawks!
Yeah, especially big ships like Dreadnaugths, Avatars, Gaia, Starbase, ....
Just stay the hell far away with your next ship.
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Deep-Jiffa
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Re:  Multiplayer on Net
« Reply #13 on: November 04, 2003, 10:38:17 pm »

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Believe me, it's not that easy. Wink It took me a few months of learning c++ before I could even make my first game (and it was very simple).

However, I am working on an add-in that would allow Sc1-style strategy mode in the game, though not LAN.  Right now I'm still writing the basic mechanics; game engine implementation is a very long way off. I have no guarantees I'll finish it though. There's some discussion about it a few topics down - it's somewhere on the first page.


I know it isn't easy to learn c++, even learning simpler stuff like visual basic( yep, that is what they teach us in school now... Tongue ) isn't simple. Ok, so I lied Grin but still I can't learn it in few days.

Until I will learn c++, all I can do is suggesting ideas and testing betas versions. Although Lan testing isn't recommended on my computer for a simple reason. I like to tell the world how wonderful my 600MHz computer is, so I don't have lan support! Ahahaha ;'( aha...

Ahem well anyway I don't know other people near me who plays this game because it didn't "hook" people from my place like it did in the US for example.

So basiclly all I can do right now is to talk.

Just my 2 NIS.
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Re:  Multiplayer on Net
« Reply #14 on: November 06, 2003, 12:05:23 am »

lol- DJ- I like it.  Smiley

Hump- if you ever do a multiplayer- please insert a 8 players super meele- will ya?  Wink
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