Author Topic: Multiplayer anyone?  (Read 15860 times)

Chagero

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Multiplayer anyone?
« on: March 06, 2016, 11:51:16 PM »
Aye? or Nay?

peewee_RotA

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Re: Multiplayer anyone?
« Reply #1 on: March 07, 2016, 05:22:10 AM »
I think that'd be fun. The best chance of success is to schedule a weekly game and a timeslot, then find a chat service that people can organize.

The nice thing about the networking aspect is a server can just sit as a dedicated server for a long time. The individual guild "matches" require everyone to be there at once, but a dedicated server can handle many games if I remember correctly.

I know some simple tips and tricks for running servers from my Quake days. We could set up a machine pretty easily.

Chagero

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Re: Multiplayer anyone?
« Reply #2 on: March 12, 2016, 10:54:17 AM »
That'd be awesome. I have a lot of free time as of late so I am down to play whenever.

peewee_RotA

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Re: Multiplayer anyone?
« Reply #3 on: March 15, 2016, 11:04:58 AM »
Since the quest completion issue is fixed, I think it's a good idea to pass out some alpha clients and put the change through it's paces. What times/Timezone is best for you?

Chagero

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Re: Multiplayer anyone?
« Reply #4 on: March 15, 2016, 12:33:09 PM »
I am in EST, so afternoon into evening generally work for me. (1-8 pm)

peewee_RotA

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Re: Multiplayer anyone?
« Reply #5 on: March 15, 2016, 09:40:40 PM »
I'm in the same time zone. I should be able to do that time about once a week. (perhaps 7:00pm) My kids might join in. For posterity sake each individual guild quest has a player limit of 4 but the server itself has a much higher limit.

I think that using something like google hangouts or teamspeak as a voice chat application would be great but it's not required.

Also I've uploaded the latest version of aa.exe in this thread
http://amuletsandarmor.com/forum/index.php?topic=188.msg953#msg953
« Last Edit: March 15, 2016, 10:26:42 PM by peewee_RotA »

Chagero

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Re: Multiplayer anyone?
« Reply #6 on: March 15, 2016, 11:19:40 PM »
Sounds good. I installed the alpha today and am ready to play. :)

peewee_RotA

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Re: Multiplayer anyone?
« Reply #7 on: March 17, 2016, 10:01:03 AM »
I'm going to set up a server tonight. If you want to join in and help test it out. I'll post the IP once I get things running.

We need to figure out map set. If any player is using a quest pack that others don't have it can crash the guild (and ultimiately make all players have to reconnect because the local sync copy of player data gets out of sync) Do we want to install my quest packs to start or just go with the vanilla game?

Also, I think in the future I'll mess with the server port so that we can run a Vanilla server and a pwmod server. Network wise the server is universal... but I'm things like AOE effect functionality should crash a vanilla client.

Chagero

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Re: Multiplayer anyone?
« Reply #8 on: March 17, 2016, 03:24:17 PM »
Sure, I will join in. For quest packs, I have the two community packs that you made installed. I have one that I have been working on, but I can remove that for the time being.

peewee_RotA

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Re: Multiplayer anyone?
« Reply #9 on: March 17, 2016, 06:14:01 PM »
Server is on 24.154.234.91

Fastest way to get ahold of me is Google Chat. My G+ Id is:
https://plus.google.com/u/0/+peeweerota/posts
« Last Edit: March 17, 2016, 06:21:46 PM by peewee_RotA »

peewee_RotA

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Re: Multiplayer anyone?
« Reply #10 on: March 18, 2016, 03:44:12 PM »
So everything went relatively smoothly yesterday, should be available tonight at 7:00pm eastern again.

Noticed there are a couple big needs for multiplayer as well that I'll enter as a bugs as I look into them.

First, players look like they log off if they enter the store or the guild. There really should be a player list somewhere. Maybe status updates.

This list of players should list classname and level. Right clicking a player should do the same thing.

The scripting is really lagged. Events can happen too fast or be very delayed and it makes it hard to tell. The druid poison trap on level one threw us for a real loop.

Along the same line, the client sync's don't seem to be often enough. There needs to be some interpolation between packets.


All in all, it was really fun and this game is surprisingly well suited for multiplayer. There are a lot of little nuances (like hiding behind trees and sharing loot) that have lots of potential.
« Last Edit: March 19, 2016, 01:00:17 PM by peewee_RotA »

LysleShields

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Re: Multiplayer anyone?
« Reply #11 on: March 18, 2016, 05:29:01 PM »
Client syncs were set to 10/second back then.  We can probably up it now.

peewee_RotA

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Re: Multiplayer anyone?
« Reply #12 on: March 19, 2016, 07:02:20 AM »
I'll definitely give that a try. Thanks!


I spent the morning doing some Town Chat tweaks. I have to merge it into the main fork yet, but it no longer removes players from the player list if they visit a store. There's also a logoff message. I had some issues with notifying the game if someone enters the guild, though. It seems like if a player exits the Guild the HardForm code loads the town then the guild then the town again for some reason.

I should be able to use one of the guild messages instead though. If not, I'll add a new one that only sends if someone opens the guild.

peewee_RotA

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Re: Multiplayer anyone?
« Reply #13 on: March 19, 2016, 12:59:38 PM »

peewee_RotA

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Re: Multiplayer anyone?
« Reply #14 on: March 23, 2016, 10:34:01 AM »
Thursday at 7:00EST still good?