General FreeSpace > Multiplayer

Very Interesting Things

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chief1983:
It's been a bit slow in this forum lately, and that makes me a sad panda.  So I thought I'd highlight all the numerous things that anyone remotely interested in FS2 multiplayer should probably be excited about.


* *nix WebUI dedicated/standalone server from Eli2, currently compiling with autotools, Eclipse, Xcode4/5.

* Already documented at http://www.hard-light.net/wiki/index.php/FS2_WebUI_Standalone including known issues
* Committed r9957.  Nightlies for OS X, Linux, FreeBSD in the next few days.
* SquadWar has been nearly fully ported to PHP and is running on FS2NetD as we speak.

* http://fs2netd.game-warden.com/squadwar/
* Possibly need help creating a map based on arbitrary planet path information
* Need help integrating the old PXO code back into FSO to connect to SquadWar for match recording.
* Currently supports manual match reporting in the meantime, with support for screenshot upload of match results.  These stats should be more reliable in recent nightlies after many fixes mentioned below.
* Need beta testers (sorry to any who had already added some data, I goofed with a maintenance script and messed most of it up).
* All FS2NetD related code is available to SCP team members by request via a private Git repo now.  The code has been available for some time, but this is the first time it has been available under a shared version control system.  This should hopefully enhance the team's ability to address issues with multiplayer and FS2NetD.
* Recent static analysis efforts (Coverity Scan results from niffiwan's efforts specifically, and memcpy/memset fixes by Goober5000) seem to have already uncovered quite a few potential causes of buffer under/overrun issues that have likely been the cause of numerous multiplayer (especially standalone) crashes.  3.7.0 did not have quite the stable standalone experience I had hoped for, but with Coverity's help, *nix WebUI standalones, and possibly AddressSanitizer running on those, we may be able to have stable standalone servers running on real server platforms in the very near future, that could easily be dropped onto your average Low End Box running Debian or FreeBSD.
* After perusing the old but most recent posts on the multiplayer forum, I think Karajorma has been dropping hints that he is working on Something Cool for multiplayer.
As you all can see, there are numerous developers still interesting in enhancing multiplayer performance.  I see good things in the coming year, for those of you players still interested in carrying the torch.

halcyony2k:
It's exciting that there is still some multi support. I have friends and family that love freespace but can't stand multiplayer performance.

The biggest is how ships are bouncing all over the place (even after following the suggestions for improving multiplayer) and the delay for client end handling.

There are smaller things like non-rotating ship parts on the client end and the constant problem with single player sexps not working in multiplayer games. Karajorma has been awesome in fixing the sexps by the way.

Single player is ok. There is a very active single player campaign community; however, I would like to see more attention towards multiplayer/coop. I am no programmer so I am not going to tell anyone to do it if I can't contribute. The game is already amazing and I don't want to discredit the work of the community. This is just a wishlist and I am sure it will improve with time.

karajorma:
Having someone willing to test stuff would be very helpful. One of the biggest issues is that multiplayer bugs are only spotted months or years later. Generally after the coder involved has forgotten exactly what they did. Better to catch them before the code even goes into trunk.

Kon:
Is there some kind of schedule for beta testing? Might be hard to do when there are no games up. I'd be willing to help out. Whenever I'm around, I'm usually in #multi.

Edit: Great job on the work you've been doing, by the way. It's great to think that some day soon we might get some SW action going again. :cool:

Black-Devil:

--- Quote from: chief1983 on October 18, 2013, 12:51:13 pm ---


* SquadWar has been nearly fully ported to PHP and is running on FS2NetD as we speak.

* http://fs2netd.game-warden.com/squadwar/
* Possibly need help creating a map based on arbitrary planet path information
* Need help integrating the old PXO code back into FSO to connect to SquadWar for match recording.

--- End quote ---
I am interested in Multiplayer gaming especially FS2. And i did some mission before PXO were shut down.

Were the old Accounts Ported too?
Or do i have to get me a new Profile?[/list]

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