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Everything posted by Vidiot_X
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Right oh. You can also try a different graphic driver in the Phoenix setup. Maybe OpenGL or DX9.
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Hi Lone Outlaw, Thanks for posting images. New IP address over night so you can get online now. OK, you can try the previous version of this client ( http://www.phoenix.s..._client_a88.zip ) and see if you get the same problems. I updated the DX10/11 library so that may be a problem. trying the previous client version would let me know if its my DX10/11 library that is the problem or not. You can also change the "bg5.jpg" image in the root Phoenix directory and see if that helps. The image is 512x512. EDIT: Try replacing the 'Bg5.jpg' with this one: http://www.phoenix.subspace.co/bg5.jpg EDIT: this is what is should look like with the above new 'bg5.jpg' image: http://www.phoenix.subspace.co/screenshot_bg5.png
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New client available here (or top thread link): http://www.phoenix.s...lient_a88_B.zip Fixed background scale image not scaling to display resolution. Fixed actor on client not being removed. Fixed distribute actor quit to all clients. Fixed distribute client quit when client drops offline. Fixed client not acknowledging server lost. Fixed log in throttle overloading server. Fixed client timeout if no server data. Fixed user hitting escape to exit help and then exiting game. Added client ping and actor recording/reporting system Added under name player (actor) on screen ping Updated DX10/11 library. I have also put my server hardware into the router 'DMZ' which bypasses the router firewall entirely. This should hopefully solve any log in problems. I'll be working on collision bugs and more networking tomorrow. Thanks for testing. - Rich -
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Thank you Gallitan. I am updating the DX10/11 driver and that should fix the problem. I was using an older copy of DX10/11 library. EDIT - Found the problem. The background image is only being scaled to 1366 x 768. I'll have a new client up tonight but you can us the tile image background option in the setup dialog box (check it on) or use a resolution of 1366 x 768 or less. - Rich -
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Hi JoWie, Good idea. I was using something just like hole punching (virtual server) but had it setup TCP/UDP . I tried putting the server on a different system and I could not log in. So I changed it to just UDP and it's working good now. So if you had a problem logging in please try it again. It should let you log on now. Thanks, - Rich -
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If you have any trouble logging on be sure to check your firewall rules (under the advance settings in C-Panel Win7 firewall). You will need to make sure you have an inbound rule and an outbound rule for Phoenix. Also, make sure that you can send and receive data through port '12345' . If your you are using Windows 7 and it ask you if want to allow Phoenix access to the internet make sure you enable "Public Networks'. Windows does not default to this option. If you can't log on, odds are access to the port is the problem. To chat, type 'T' or 'F9', enter text and then hit return. Hit insert to warp to safe/start point and use the number-pad '+' and '-' keys to zoom in and out. Either control key will fire lasers. I also forgot to mention that there is a 'Tile Image Background' on the set up dialog box. Selecting it on will use a scrolling tiled image background instead of the static single image background.
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So cool. I finally got to play this game a bit, it's working.
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We saw you there.. That usually means your port setup is wrong. Make sure both inbound and outbound traffic available on port 12345
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I see a few trying to log in but can't.. Make sure you have port 12345 open for inbound and outbound traffic through the firewall.
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** New Client A.88_F Note: Be sure to report bugs so I can fix'em Hi, I have uploaded the new Phoenix SS client here: http://www.phoenix.subspace.co/phoenixss_client_a88_F.zip Check this thread for the servers current IP and status. http://www.subspace....-ip-and-status/ This is my first test of the new client and server so lets hope it goes well. If there are any problems I will fix them and re-upload a new client. Thanks for testing. There is a player limit of 20 so if the servers full try again. * Important! * ========== Make sure that you can send and receive data through port '12345' . If your you are using Windows 7 and it ask you if want to allow Phoenix access to the internet make sure you enable "Public Networks'. Windows does not default to this option. If you can't log on, odds are access to the port is the problem. To play, unzip and run phoenixss_client_a88.exe . Then enter your name and hit enter. Then enter the server IP (see above) and hit enter. Chat ==== Type 'T' or 'F9', type text and then hit enter Commands ======== F1 - Help F11 - Line Mode (does not work zoomed) enable/disable. F12 - Resolution change menu. (May crash needs to be fixed) F8 - Take screen shot. Display View ============ Numberpad "-" Zoom display in. Ctrl + Keyboard "-" Zoom display in. Numberpad "+" Zoom display out. Ctrl + Keyboard "+" Zoom display in. Shift+Enter - Switch to windowed display. (disabled) Insert - Warp to starting position. Display Rotation ================ F10 - Screen rotation enable/disable. Numberpad 8 - Switch view north. Keyboard Alt+8 - " " Numberpad 2 - Switch view south. Keyboard Alt+2 - " " Numberpad 4 - Switch view West. Keyboard Alt+4 - " " Numberpad 6 - Switch view east. Keyboard Alt+6 - " " Shift+Numberpad 4 - Manualy rotate screen left. Shift+4 - Manualy rotate screen left. Shift+Numberpad 6 - Manualy rotate screen Right. Shift+6 - Manualy rotate screen left. Movement ======== Arrow UP - Forward movement. Arrow Down - Backward movement. Arrow Left - Turn left. Arrow Left - Turn right. CTRL - Fire - Rich -
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Get Ready! New server, playable client available very soon.
Vidiot_X replied to Vidiot_X's topic in Phoenix USC
Packaging up new client and uploading... -
Get Ready! New server, playable client available very soon.
Vidiot_X replied to Vidiot_X's topic in Phoenix USC
Hi, In researching this project it became clear that client side prediction (CSP) requires that both the server and the client use the very same physics, mapping and other frameworks. So, those had to be developed first. CSP works by letting the client continue on and not wait for the server to acknowledge movement and other actions. For this to work the physics frameworks for the client and server have to be 'exactly' the same. Adding networking last is the best approach to achieving CSP. - Rich - -
Get Ready! New server, playable client available very soon.
Vidiot_X replied to Vidiot_X's topic in Phoenix USC
Hi, Phoenix is a whole new approach to a SubSpace style game and already includes much more capability and flexibility then Continuum. Phoenix is still 'alpha' which means I'm in the 'backbone' development phase where the basic frameworks and engines are fleshed out. With the completion of the networking framework (very soon) Phoenix will be at the beginning of the 'beta' phase. This is where adding game play features and graphics come into play. There are and will be support tools for Phoenix such as a map/world editor, background editor and more. You can take a look at these: Map/World Editor http://www.subspace....s-and-overview/ Planet Background Maker: http://www.subspace....nd-backgrounds/ So at this point Phoenix is just getting to the point where we can start to play it together online. To get to that point it took the development of the following 'CORE' frameworks (from scratch). Physics Framework - 95% Complete This handles the player objects and is what makes them move and react. Collision Framework - 90% Complete This system is based on a custom vector/vertlet style math and is highly flexible allowing almost any object to receive collision in nearly any geometric configuration (shape 2D). This alone allows great flexibility in map design letting a user create interesting and detailed collision objects. No 'tile map' limitations as the framework is not bound by a grid quad-tree system and is completely freely positionable. Mapping Framework - 90% Complete The mapping framework is a 'free floating' system. It is not limited in the way tile map systems (quad-tree) are in the placement of a map object (tile if you like). Phoenix's mapping framework is based on the idea that the user can place a map object at any location in the map. This allows great freedom and flexibility in map design. Part Objects Framework - 95% Complete This framework allows the user to integrate custom part objects that are predefined with collision, graphic (color, blend and more) and other data . These part objects are then used by the mapping and collision frameworks. Networking Framework 50% - Complete The networking framework of course handles internet communications but also a lot more. Phoenix is using a client side prediction model which is great for handling latency and security. Combined with an authoritative server the system provides good security and great latency performance. That is an overview of where I'm at in development to this point. I expect to complete the alpha phase of this project very soon which after more then a year of research and development is very satisfying. I believe it is helpful when looking over this project to remember just where I am in the development phase. Once I have the networking side of things down this project can begin the beta phase. That's where the fun (for me) begins as the actual game play, graphics, audio and features start to get added. - Rich - -
New server and client working great in testing. Here clients and server exchange fire. New playable client upload very soon. http://www.youtube.com/watch?v=KXBwfkf31N0&feature=youtu.be
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Authoritative server kill! All I need to do is make it packet reliable and it's ready to test. http://redeyeware.uphero.com/serverkill.png
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Hi, I'm working on server side damage/kill control today. This is where the server reports to the client(s) what damage has been inflicted and if there is a kill sends the that command to the client(s). Once this is done I will post the new client and we can start testing out the new server. The server is still alpha and I have limited means to fully test it. It should run pretty well, but, there is no way to know until I get up and running. There is still lots to setup on client side prediction, authority control and packet control. But the basics are in there and testing the server will give me the 'intel' I need to finish it. So far testing locally here and friends remotely has been going well.
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I will switch them. I can also make it depend on what side your on, for example if your on blue team you get the blue under lighting and bullets.
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I got to test the server and client in with 2 friends yesterday (three players). It was the first time I could actually play this game. Such a treat to see it working and fun to play. My friends don't play SubSpace but loved playing Phoenix SS so that's encouraging.
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I'm almost there. Just a few more bugs to squash. I have lights under the ships to indicate friend/enemy. All the enemy ships are blue light and blue bullets. Friends are red. http://redeyeware.uphero.com/screenshot_newserver.png And the background... http://redeyeware.uphero.com/screenshot_newserver1.png
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I will be posting a new client hopefully tonight. It depends on my schedule, but if not tonight in the next day or two. If your around I could use the help testing the new server. You will be able to shot and destroy other player ships so it will be fun (I hope ) as well as check out the new look and feel including some lighting FX (bullets and ship for now but much more later). Been working all night and plan to finish the day coding Phoenix SS.
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Well, lets hope it's just a 'break' from SS. I will miss you, and you have been so kind in support my project. Thanks Polix and Good luck.
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Working on bullet to ship collision here. Seems to be working fine, but I will need to adjust for big latency. In this video you can see a simulated remote ship shooting a client ship. Video capture slow but shows it working. http://www.youtube.com/watch?v=p7zUDAtCPj8&feature=youtu.be
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I have made some cool progress. Below is a server (window left side) and a client (window right side) running at a simulated 1000 millisecond delay/lag (one packet per 1000 milliseconds). The results are way cool as you can see the server (Vidiot_X ship) ship moving on the client mimicking the moves from the server. This is done recording the inputs and sending that (one packet every second in this case) to the client with an update to position every three seconds. It seems to be working well even with the high latency. I will be implementing the bullets next and then begin testing the system for latency spikes, dropped/malformed packets, out of sequence packets and more. Bullets will be a bit of a challenge. I will probably handle lag on them by additionally repositioning bullets arriving in a packet late. Much like SubSpace seems to do when bullets on a lagging player seem to appear further in front of the player firing. Note: The game is running smoothly, the video capture rate is low. http://www.youtube.com/watch?v=rrwDthGPw2U&feature=youtu.be
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Not yet. Right now I'm working out the best approach to predicting movement while waiting for the next packet. But I will simulate packet loss and latency spiking and test for these as soon as I finalize my prediction model. But still, it's the coolest thing watching the local client duplicating a string of inputs from the server and then smoothly predicting movement. I can't wait to get something up to test and see how it does.
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Hi, Well it's looking good for client side prediction. It's really magical how well it handles lag. At the moment I am still exploring what exactly is the best implementation of this model but I do have bullet/ship collision working with a 1000 (it can handle higher spikes) millisecond delay. As soon as I have pinned this down I'll release something to test. - Rich -