
Client/server multiplayer prototype issues thread
#33 Posted 31 December 2009 - 09:12 AM
1. No Score Board
2. When player joins they die right away, but can respawn ok.
3. Some of the time the player that join, respawns in the position they die in. (Laying flat and floating in air.)
Looks normal to the player that join. But the player that started the game see this.
Good job TX. Happy New Year!
Found that if I disable the autoload folder, Problems 2, and 3 do not happen anymore. So the Hrp causes the problems.
This post has been edited by Skulldog: 31 December 2009 - 09:31 AM
#34 Posted 31 December 2009 - 10:05 AM
Skulldog, on Jan 1 2010, 06:12 AM, said:
You shouldn't even really be using the HRP or anything at all when testing this, although I have always frond apon people using the HRP in online games.
#36 Posted 31 December 2009 - 12:16 PM
#38 Posted 31 December 2009 - 11:57 PM

I even got cheats to work ingame, lol
Man it looks funny watching someone noclip through a wall.

#39 Posted 01 January 2010 - 03:44 PM
For now,a client player gets killed by shrinker, he begins to shrink...and...explode....Just like if it was an expander xD looks like brain and breath don't get shrunked
-If a client uses a warp ,such the bed in hotel hell, he dies and get squished...But not the host,even though,the client hears a squish sound each time the host uses a warp...
-If the client takes the elevator in Hotel hell with host (haven't tried without for now) he got...squished...
http://www.youtube.c...h?v=3655CTwKyu0 some bug,from the view of the client
This post has been edited by Kenny mckormick: 01 January 2010 - 03:59 PM
#40 Posted 04 January 2010 - 04:57 PM
This post has been edited by Micky C: 04 January 2010 - 04:59 PM
#41 Posted 06 January 2010 - 04:33 AM
Probly known on 3rd player joining I think sometimes player 2 dies. At least in Hollywood.
I have noticed. My Capslock key turns run mode on when it's not chosen in the config.
#42 Posted 24 January 2010 - 12:32 PM
Dunno what build I'm on, it's the one that came with today's DukePlus, and it says "EDuke32 2.0.0devel 20100107" in the log.
Anyway, I noticed that if I am running as a client, my palette constantly changes sometimes, maybe this causes the random deaths to some extent? Maybe like I'm changing player, or like Teamswap in Halo (Sorry for swearing with the H word) - but sometimes it looks more like there were two models in one place (that weird tearing effect, like flat sprites do sometimes) so I'm not sure what is going on for sure.
Didn't know if you were aware of it.
#43 Posted 24 January 2010 - 12:42 PM

#44 Posted 24 January 2010 - 01:23 PM
"mmhm that was me. i punched your ip into the bat and it went to the main screen, then after a few seconds it loaded your server on hotel hell. however i couldn't move or type messages, and then i died and couldn't respawn. this might be issues with eduke32 itself. howver, progress! "
#45 Posted 24 January 2010 - 05:33 PM
atlas, on Jan 25 2010, 10:23 AM, said:
"mmhm that was me. i punched your ip into the bat and it went to the main screen, then after a few seconds it loaded your server on hotel hell. however i couldn't move or type messages, and then i died and couldn't respawn. this might be issues with eduke32 itself. howver, progress! "
That's bad progress, because last time I played it, it actually worked and I could finished E1L1 in coop at least.
#46 Posted 25 January 2010 - 05:49 PM
http://s734.photobucket.com/albums/ww345/c...=weirdbug-1.flv
This has happened twice to me and once to Atlas. When I walked through the door I was teleported to this spawning point and stuck helpless to the ceiling. I had to quit and go back in. I should also point out I didn't see anyone else while I was playing.
http://s734.photobucket.com/albums/ww345/c...t=weirdbug2.flv
I can't remember how I got there, I either died or randomly appeared there like in the above video. Duke's grunting and the gibs flying around occurred each time I pressed 'e' to respawn. The video ended because it suddenly went to the main menu and I was unable to enter the game without quiting and restarting.
http://s734.photobucket.com/albums/ww345/c...t=weirdbug3.flv
This is the second time I've experienced this. It appears that I can't break anything or pick anything up. I also randomly appeared at that good old respawning point again but surprisingly nothing glitchy happened that time.
I don't know if these have been pointed out before or not but I hope the videos help.
This post has been edited by Micky C: 25 January 2010 - 05:50 PM
#47 Posted 26 January 2010 - 06:15 AM
It seems something in the new netcode since the "sound engine crash fix" that was causing the game to freeze/deadlock, was resolved, will drop the players connection after 10 to 20 seconds. Pipe Bombs and cheats also don't work well for clients.
#48 Posted 26 January 2010 - 02:11 PM
This post has been edited by Micky C: 26 January 2010 - 02:13 PM
#49 Posted 26 January 2010 - 08:30 PM
#50 Posted 26 January 2010 - 10:16 PM
We're doing our best to test out the system but the clients always seem get disconnected before we can do anything.
Here's a video of me killing somebody who had probably been disconnected, showing the wrong sprite for the player. I'm not sure if that had anything to do with the disconnection.
I killed him, he respawned in the same place with the wrong sprite for the second time, and I killed him again.
http://s734.photobucket.com/albums/ww345/c...weirdbug4-1.flv
Also, I've attached the logs of the 1582, 1592, and 1594 games if anyone wants to read them.
Is any of this information useful? If not or if it's overkill, it sure would save me the trouble of recording then uploading movies and such.
Attached File(s)
-
eduke32.log (3.17K)
Number of downloads: 378 -
eduke32.log (2.25K)
Number of downloads: 363 -
eduke32.log (5.04K)
Number of downloads: 395
This post has been edited by Micky C: 26 January 2010 - 10:18 PM
#51 Posted 26 January 2010 - 11:35 PM
#52 Posted 04 February 2010 - 06:42 AM
Pity that they are much larger size than normal demo files...6min game is more than 1mb, pretty heavy.
Most good death matches takes around 30 min long so it would be 5mb?! for random qual game.
Anyway very good idea.
#53 Posted 04 February 2010 - 11:25 AM
It would be a good thing to add with all of eduke32's Goodness.
This post has been edited by Skulldog: 04 February 2010 - 11:27 AM
#54 Posted 04 February 2010 - 02:43 PM
#56 Posted 04 February 2010 - 06:44 PM
Skulldog, on Feb 5 2010, 01:51 PM, said:
Why would he had them to the start up room when there will be a multiplayer options menu on the main screen like all modern games have. :facepalm:
#58 Posted 06 February 2010 - 05:35 AM
Juras, on Feb 4 2010, 04:42 PM, said:
Pity that they are much larger size than normal demo files...6min game is more than 1mb, pretty heavy.
Most good death matches takes around 30 min long so it would be 5mb?! for random qual game.
Anyway very good idea.
Glad you like 'em even they're slightly broken at the moment

The actual size is determined by many factors. First, the new format has a dump of the initial state just like a savegame (and it behaves like a savegame on loading too in that it overwrites the compiled CON script). Capturing the game input is 300 bytes/second uncompressed -- you could say negligible. Where most of the space goes are the "diffs", which record differences to the previously recorded state. Depending on which mod you run, they can be about 10k to 100k bytes for a typical diff. You can tweak how often they get recorded with the "demorec_difftics" cvar, and whether at all with the "demorec_diffs" one. More frequent diff recording will get you a demo which will catch desyncs more quickly but it will take away more space and will be rewinding/fast-forwarding more slowly.
#59 Posted 11 February 2010 - 01:45 AM
#60 Posted 23 February 2010 - 02:39 PM
Demo bug at 1:30min
Damn, I ve just noticed that problems with sound was my bad...Sorry for wrong reporting

This post has been edited by Juras: 24 February 2010 - 05:59 AM