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Posted

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. :D

 

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

Posted

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. :D

Posted

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

Posted
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. :)
Posted

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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