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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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| | |-+  What about Online game?
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Author Topic: What about Online game?  (Read 5879 times)
Parker
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Re: What about Online game?
« Reply #15 on: February 24, 2003, 03:09:15 am »

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I think they use "STAR CONTROL ONLINE" for the melee engine but make the battle fields much larger. Wink

Star Control Online has played an integral part in the UQM re-release.  It's what got the project leader Chris an internship at TFB.  Chris and Fred then prepped the code for open-sourcing over the summer.
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Re: What about Online game?
« Reply #16 on: February 24, 2003, 07:21:26 pm »

Does Chris still work on the UQM code?

Star Control Online is open source correct?  Maybe someone will pick that back up someday...  
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Re: What about Online game?
« Reply #17 on: February 25, 2003, 12:07:10 am »

I don't worry about it; I'm sure the Star Control saga will continue and become even a greater lengend than anyone can imagine!

I, HAVE A DREAM!

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Re: What about Online game?
« Reply #18 on: February 25, 2003, 01:18:20 am »

Well, one can always dream I suppose... Although I hope you're right, It'd be way cool...
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Re: What about Online game?
« Reply #19 on: February 25, 2003, 04:08:30 am »

It would indeed require an almost total rewrite of the melee engine. Maybe after the 1.0 someone will do just that.
Our goal for now is to bring back SC2 in all its original glory.

And responding on another remark: we're using the original SC2 engine. No "Star Control Online" stuff. Actually, all the game logic and physics is exactly as it was in SC2. The only things we've changed, or are changing is the input, output, and resource management. Apart from bringing back some PC features, and fixing some little bugs that were in the original.

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Re: What about Online game?
« Reply #20 on: February 25, 2003, 06:29:50 pm »

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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Re: What about Online game?
« Reply #21 on: February 25, 2003, 08:29:11 pm »

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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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Re: What about Online game?
« Reply #22 on: February 25, 2003, 08:35:50 pm »

And, to restate this once more for all the ppl who want online melee and apparently didn't read the beginning of the thread. Timewarp. It's melee online with more ships. Go have fun!
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