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Topic: What about Online game? (Read 5879 times)
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PerGuLa
Zebranky food
Offline
Posts: 1
I love YaBB 1G - SP1!
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StarControl and the subsequent StartControl 2 were able to capture HOURS of my, my brothers and our close friends time! We'd sit around my computer and take turns at melee. Years have passed and we've moved to different states. I would absolutely LOVE to play a revamped StarControl (read: UQM) online with them! It shouldn't be too hard to get support from people who know net-code and could implement it into your program! Try looking at some of the net-code from Quake or Half-Life if you're at a loss.
Please make this game Online playable... If you look around, the multi-player experience is what makes or breaks games that don't have gobs and gobs of eye-candy! Heck, someone recently released a new version of Scorched Earth (another game that I spent hours on) that is Net-Playable!!!!!
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Novus
Enlightened
Offline
Gender:
Posts: 1938
Fot or not?
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It shouldn't be too hard to get support from people who know net-code and could implement it into your program! Try looking at some of the net-code from Quake or Half-Life if you're at a loss. While adding network play may seem to be a simple matter of adding code to interchange player input data between computers, reality is a lot worse.
For starters, the different computers running the game have to agree exactly on what is going on. This means that anything random or machine-specific has to be carefully handled to ensure that the game does not get out of sync. Imagine two players disagreeing on whether a Pkunk Fury is dead.
Next, latency is a problem. On a local network, you can read another machine's keyboard almost as fast as you read your own (delays of a millisecond or two). If you want to play against someone in the same country over the Internet, you could be up against delays of 10-50 ms (or worse for modem users). For international play, delays can be almost a second. Now, for UQM to work properly, you really need to be able to exchange information on keys pressed once a frame, which is something like 25 or 30 times a second. This means you have about 40 ms before your game starts slowing down. In a game like Quake, there is a lot of really nasty code dedicated to predicting the actions of your opponents and correcting them to match their real actions. Occasionally, the network code gets it badly wrong and ends up having to e.g. delete the rocket launcher you just picked up because someone else really got it first. Anyhow, hacking this onto UQM would not be easy.
In conclusion, adding support for LAN play would require a lot of work. Adding support for Internet play over high-latency connections (e.g. modem) would require a complete overhaul of the combat code. The actual data transfer is actually the easy part.
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