Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on July 30, 2006, 03:39:24 am

Title: Mutliplayer suggestion
Post by: DaBrain on July 30, 2006, 03:39:24 am
With the revival of FS2Dnet and the BtRL multiplayer demo, we should add one small, but important feature to the mutliplayer interface.

If I join FS2Dnet, I'd like to know what kind of game I'm joining? Is it just FS2, BtRL, or maybe TBP?

I'm not 100% sure how to realize this. My first thought was just to put the used 'mod folder' name under, or behind the game session names, but TBP and BtRL are stand-alone, so it wouldn't work. :(

Title: Re: Mutliplayer suggestion
Post by: karajorma on July 30, 2006, 07:27:50 am
I believe Taylor is already working on something like this :)
Title: Re: Mutliplayer suggestion
Post by: DaBrain on July 30, 2006, 08:16:36 am
Great. Looks like taylor is way ahead of me. ;)
Title: Re: Mutliplayer suggestion
Post by: karajorma on July 30, 2006, 01:06:54 pm
He's way ahead of all of us. Sometimes I entertain the notion that he's actually a time traveller from the future.
Title: Re: Mutliplayer suggestion
Post by: DaBrain on July 30, 2006, 01:32:56 pm
 :lol: That's pretty fitting.

I'm officially asking for a custm user title change for taylor here.

He should be the "Super SCP/Linux Guru from the future" ;)



I guess the mutliplayer thing won't make it into 3.6.9 though...
Title: Re: Mutliplayer suggestion
Post by: taylor on July 30, 2006, 06:53:51 pm
I guess the mutliplayer thing won't make it into 3.6.9 though...
Yep, after 3.6.9.  After quite a few other things too for that matter.  I'm going to focus on the OpenGL upgrades first, then focus on the new pilot file (and related) code, and then work on the new PXO again while I work on the smaller little things I've had going.

But, the current FS2NetD stuff does have the ability to run multiple servers on one machine, just on different ports, so we could easily get it going where BtRL, SoL, etc. have special ports just for them.  Then you can just use that to help filter out what is what.  After I get some fixes to MatthewPapa I'll go over that with him, if he doesn't already know, since the bugs in the currently in-use FS2NetD code make doing that rather bad.  My previous bug fixes were trying to get everything back to the point where that was possible, and not a total bandwidth/CPU hog, like it is now.