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Server UP! Download the new Phoenix SS client and come test.


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Posted

http://www.phoenix.subspace.co/images/screenshot_server_a1.png

 

 

Hi all,

I have a 'basic alpha' server running and a new client application ready for testing. You can download the new client here:

 

 

http://www.phoenix.s...lient_a85_c.zip

 

or go to the main page:

 

http://www.phoenix.subspace.co

 

The current IP is:

DOWN FOR TESTING

 

Unzip and run the Phoenix SS application, select setup information and click 'Play Phoenix SS', Enter a name, then enter the IP address above and hopefully you will connect. I will be in-and-out today and tonight but hopefully I will see you on the server. You can hit 'T' to chat then enter to send it. Also remember the 'z' key fires and the arrow keys turn and move you. Number-pad '+' and '-' to zoom in and out and F10 to toggle screen rotation. F1 for help and more key options.

 

The server is just a basic outline letting you fly around with others, fire bullets and is limited to 'TWENTY' players while testing. Collision is working on the wall parts but not bullet to ship collision at present. As soon as I am confident with the basic server framework I will add bullet to ship collision, should be up next. The server also has a basic chat system, just hit 'T', type a message and hit enter.

 

Let me now how it works for you. :)

 

- Rich -

 

Version History:

 

5/4/2012

Ver:.a85_c

--------------

This version is client only.

 

Many optimizations to collision and part image rendering via the mapping framework. On my baseline system the FPS was increased by 60%. Radar is up and working although needs a little work. Networking has been added and this version marks the debut of the .a1 Phoenix SS server and client framework. The Phoenix SS game application can be a server (playable or dedicated) or a client. I may break them up but for now they are together. I have add a background system for debris like asteroids and will eventually add a foreground system for overhead FX. I have also reworked the tween system to be more robust and accurate. Lots of other little fixes graphics setup and more.

 

 

I have for this version locked the background in place and the map itself now turns in rotation (F10) mode. I will be moving the radar to the center when rotation is on as it seems to make the best sense. When I rework the fronted there will be lots of options for things like radar placement and more. I just experimenting with the background and there will be option for that as well.

 

Still lots to do like patch up holes in the placement of parts, developing the server and client net framework, adding game features and work to do on the editor.

Posted

Hi,

 

I am surprised how well this first server attempt is going. I have had over a dozen log into the server with 'no' log-in or other problems. The client prediction and tween seem to be working great so far.

 

- Rich -

Posted (edited)

Can't manage to connect to the server (you probably shut it down by now?) but I must say that the client "feels" quite well while flying. I like it, good job there.

 

By the way, not really related to this alpha test: are you planning any kind of client/server module system, similar to ASSS or BaK-'s Discretion? Having the option to extend both the client and the server would be neat and would certainly allow this client to "live longer".

Edited by spidernl
Posted

@spidernl

It looks like you made it onto the server I see your name in the chat text. The server is up and will remain so for awhile, until the version is out.

 

I do plan to add scripting so you can make AI bots, custom game features and more. I have never looked at the ASSS or Bak's Discretion but I will look in to it.

 

- Rich -

Posted (edited)

I'm getting "unable to connect to server" & "enter new IP y/n". Don't know how my name ended up in chat.

 

As for ASSS and Discretion, ASSS allows you to extend serverside functionality using modules. The only real limiting factor is the client and its protocol.

Discretion I believe (also) allows for client-side modules. In my opinion, the best way to make those work is by synchronizing them as you do the map. A player enters, downloads a bunch of modules and the client automatically "inserts" them.

Edited by spidernl
Posted
I'm getting "unable to connect to server" & "enter new IP y/n". Don't know how my name ended up in chat.

 

That could be because of packet loss and you could try it again later on and it might connect. And, someone with your nick was on just a sec but would not chat, LOL :)

 

On the server side I think what I am calling scripts is what you are calling mod's. So, yes I plan to do something similar perhaps using LUA scripting which would let you have access to methods and functions within the frameworks.

 

PS: Were you testing the client a bit ago? I wonder if the client actually connected and I was seeing you and you were 'not' seeing me.

 

- Rich -

Posted

Still getting the "Unable to connect" error. I've tried running it as admin and anything else silly that might make it work, but nothing seems to help.

I doubt it's packet loss, it's not like I have ploss to Subspace. Plus, after 15 or so tries I should've gotten lucky and managed to get through just once.

Posted

Spidernl,

 

OK. I will change the time length and attempt rate to better cope with log-in's. Also I wonder if it could be a port issue. I am using ports 12345 and 12346 which I will change, I forgot too. I am open to port number suggestions and there is a safe range which I will look up.

 

Thanks,

- Rich -

Posted
I can see what looks like some of you attempting to connect but the client fails to connect. You're actually appearing on the servers map but it looks as if the log-on process is timing out too soon. I will have it fixed shortly.
Posted

Hi,

 

Thanks for testing this. I am working on the next version of the server which will support bullet to ship collision. In addition the server will more closely follow the client perdition model and call the kills as well as apply corrections to the clients state. I am also implementing a net system of sending and receiving player/actor moves, for example arrow left or right and fire. Because the server and the client use the same frameworks the results are the same (nearly in some cases). This also has the advantage of low net traffic as each move can be a byte (or less if compressed). The disadvantage is in timing the moves but it should be doable.

 

This should start to forum the basis for a working server and client. The next steps will be in the development of security and server-side scripting.

 

I will leave this server up until the next version is out. Thanks for testing. :)

 

- Rich -

Posted
The server has been down since about 2 hours before you posted. It's not all that stable right now. I know he has some bugs to fix, someone could have entered and triggered a bug that crashed it.
Posted
A trace shows high packet loss and is preventing me from connecting here remotely. So I am working on it. I have the server up and running it is just not getting some packets. But, a good chance to test.
Posted

Hi,

 

I am able to connect here. You can try again:)

 

I will be switching routers tomorrow from the wireless Belkin router to the router in the Westel Modem. It seems as if the Belkin is not handling things well. You could also try connecting late tomorrow after I make this switch.

 

Also be sure to check the first message in this thread (page 1) for the IP address.

 

Thanks,

- Rich -

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