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Topic: Announcing network SuperMelee (was: Project ZOMG) (Read 34767 times)
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meep-eep
Forum Admin
Enlightened
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Posts: 2847
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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/. Don't forget to upgrade the content as well.
Thanks, and blow up an Ur-Quan for me.
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“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”
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Captain_Smith
Guest
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How often are people playing Net UQM Melee games? Thinking about dropping in sometime when I get the chance.
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Anthony
*Smell* controller
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Posts: 358
Star Control Lives!
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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.
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Cedric6014
Enlightened
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Posts: 701
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What, we have net melee now??? how do i do this!
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Anthony
*Smell* controller
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Star Control Lives!
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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.
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Ludka
Zebranky food
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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.
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AngusThermopyle
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A paranoid android.
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Great job, guys! Can't wait to try out version 0.6...
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Heegu
Zebranky food
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Posts: 14
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I want to play it with someone but nobody says a thing on the irc channel.
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Heegu
Zebranky food
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Posts: 14
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^Forget the above post i was there just at a bad time^
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Pages: 1 ... 5 6 [7] 8
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