icecoldduke, on 22 June 2017 - 07:21 AM, said:
M210 you are not explaining why your solution works for other build engine games.
It seems, even after the explanation, you are hoping that I don't understand anything and everything is broken?
So,as you wish...Time will tell.
Hendricks266, on 22 June 2017 - 12:46 PM, said:
Plugging the old engine multiplayer code into modern networking protocols is easy. Restructuring the game logic to operate in a client/server manner is not.
You are right...I just make a test to understand that I can control the player input remotely or alternatively another code. My video is not a true multiplayer.
At the moment I have absolutely no experience with working with network protocols and server / client organization. But I think that I will be able to learn this (as a year ago I successfully studied the assembler for Blood reverse engineering)
axl, on 22 June 2017 - 11:07 AM, said:
M210, a small request for the future. It would be really useful if BloodGDX would have the possibility to show "level stats" during a level... like number of enemies killed and number of secrets found...
It's these small game improvements (also featured in Eduke32 and Classic Redux) which makes the whole experience even better.
I know, I added this in my plans a long time ago, but I just have priority for fixing crashes.
SPILL, on 22 June 2017 - 08:32 AM, said:
Go back to playing BloodCM.
Thanks for all, man
) But you just need to wait a bit, and my projects will be a more better then BloodCM...I just working on app crashes and compatibility of demo-files. I'm almost finish it and I can start hires adding to my port soon. Btw, voxels is a first attempt of this, because voxels is a true models
Mark., on 22 June 2017 - 05:44 PM, said:
M210 has an older version of this project called BloodTC.
Yes, and it was renamed to BloodCM