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Fun in the desert..

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HopeDagger

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Woohoo! We just had an absolutely wonderful public test tonight with about 7 players. Not a huge number, but definitely a great 2 hour game we had going on. The Team War gamemode can be quite the rush! Not to mention Draffurd created a brand new map for us to play on in a desert scenario: Fort Freedom! [smile]

Special thanks to our brave testers tonight (in reverse name length order): Draffurd, Eliwood, Ravuya, Mushu, Hippo, Alex, and CJ. We all had a great time!

In fact, we had such a great time that we all forgot to take screenshots as we played. So me, Eliwood (Jon), and Draffurd went back on afterwards and cooked up some mayhem.


(And so it begins!)


(I hope nobody expected me to win a 2v1!)



Out of all of the great fun we had only a few bugs seemed to crop up:

  1. Some random Access Violations

  2. Explosives' inaccuracies over the network

  3. Strange 7-player maximum


The grenade/mines inaccuracies aren't really a bug, but they can be pretty confusing. Sometimes a mine will detonate on one client's simulation, but not for everyone else, which leads to strange events like mines dealing no damage. Grenades have similar problems: since a well-aimed grenade that lands directly on someone's head will immediately explode (fun quirk :P), this will sometimes occur on one client's computer, but be a full miss for another player. I'm starting to wonder if having hits server authoritative would be the best route. Not sure. Might have to pester the Network/Multiplayer forum about this. [smile]

The 7-player maximum has been a mystery to me for a while now -- it's existed since the beginning. For some reason after 7 players have joined nobody else can get a connection with the server. No clue.

Nuts, there went my plan to end on a positive note. :P
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Seems to me like a central server is the best way to go on this. I sure would be pissed off if my grenade did damage on my client but not my enemies.

How are you doing it now? Completely p2p?

Anyway, looking slick.

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Seems to me like a central server is the best way to go on this. I sure would be pissed off if my grenade did damage on my client but not my enemies.

How are you doing it now? Completely p2p?


Right now it's a server/client model, but the clients get to decide if they get damaged by projectiles/explosions. This seemed like the best route because the player will never 'unjustly' see himself damaged. But this can be aggrevating for enemy players who hit the player repeatedly to no avail.

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can i make a invinicibilty hack then? :) wouldn't be very hard


Another valid point. I think that's all the *shudder* motivation I need. [smile]

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