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#2626
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Creating a real multiplayer should be a pretty tricky job since there are waaay too many objects active at a time. Well, let's see if there will be an official multiplayer. |
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#2627
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Last edited by Colescheffler; 05-01-2010 at 10:37 PM.. |
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#2628
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btw, the hard part isent the objects, its keeping the huge ass terrain files synced. |
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#2629
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You have to use 16bit colors instead of 32 bit ones so the lags aren't so bad that you can't see anything but single frames. Cortex Command was originally a clone of a game, that also had destructible terrain. And believe me, those maps had a really big resolution (up to 4000x4000 if I remember correctly) Well, that game had multiplayer and it worked just fine! I don't know why real multiplayer shouldn't be possible. |
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#2630
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because even traditional methods require transporting huge files, so it would probably lag less. |
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#2631
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Making a real multiplayer is not that hard. You just have to remove some unnecessary data, like particle effects (But still keep the ground destructible) and maybe if you tweak the game engine a little more so it can handle the game scene with less data that needs to be transported you will have a nice multiplayer. I mean, come on! Multiplayer works with really fucking complex games and it can't work with this one? Who believes that?? I think now that Data makes some real money with this game he doesn't really have to implement a multiplayer because the game already sells pretty well! |
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#2632
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What's Cortex Command without particles? I mean everything is based on them, even the bullets. So there the problems begin: What is unnecessary data? Believe me, it's not that easy at all. Physics in Multiplayer have alway been a problem and it isn't easier in CC.
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#2633
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On the forums, Data said openly that there will never EVER be multiplayer.
Just go on the devlog, follow the link "OR IS IT" or something like that, check last pages, at one time a post called "THERE WILL NEVER BE MULTIPLAYER TO CORTEX COMMAND" , and in the last posts of this thread Data just agree, saying that it's not going to happen. I think Data is lazy. Yeah. Most of the eventual buyer already bought the game anyway(i did, and I'm like... poor). And no, it's not impossible at all, the physic can be calcuted by both the server and clients, just need to update the terrain by sending modification(and modification only) EXCEPT for when the player initially connect(this is what is used in minecraft). |
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#2634
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The original game, remember: cortex command is a clone of it, used to save the different types of walls (destructible, not destructible, concrete etc) into a simple picture so there were no particles at all. If cortex command works the same way, that small picture could be easily be modified and updated everytime damage is done to the ground. And there you have your "big" physics problem solved. Well, keeping corpses and stuff synced is a whole other story ![]() But I am sure that it can't be THAT complicated. Has been done at least a thousand times. |
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#2635
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Most games don't transfer the state of the whole game, but only the input by the players. That's possible if you have a robust, deterministic* engine.
*Deterministic doesn't mean there can't be pseudo random. Some (if not all) of the games use data available to all computers to calculate the pseudo random, like using the hash of a bunch of game data or something like that. If you make your game comply those standards, you can also save replays easily. |
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#2636
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http://forums.datarealms.com/viewtopic.php?f=24&t=18755
weegee made a metagame. |
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#2637
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Man, I miss when this game was free... I stopped playing as soon as I had to buy it to actually have fun with it..
P.S Really want that metagame if I still had CC.. |
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#2638
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#2639
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#2640
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Thanks
![]() It looks a bit smoother now too, i just did a mini update also, if you still want it, ive got another vine build comming your way soon. |
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