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  #2626  
Old 05-01-2010, 09:47 PM
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please refrain from using 2 memes in one line.
also, now there really is online multiplayer.
http://forums.datarealms.com/viewtopic.php?f=4&t=18591
That actually looks just like a remote control application. Well, in that case there still isn't a real multiplayer that is fun to play.

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  
Old 05-01-2010, 10:33 PM
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Originally Posted by Wrestler#1 View Post
That actually looks just like a remote control application. Well, in that case there still isn't a real multiplayer that is fun to play.

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.
It'll be more practical in about 5 years when the average internet connection speed will be a 50meg connection. That might allow the host to calculate the physics of all particles and then send the data of that particle to all clients, I'd be surprised if we don't have that kind of technology by then. Well, we already do, but the cost is unbearable to the average user.

Last edited by Colescheffler; 05-01-2010 at 10:37 PM..
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  #2628  
Old 05-02-2010, 01:52 AM
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Originally Posted by Wrestler#1 View Post
That actually looks just like a remote control application. Well, in that case there still isn't a real multiplayer that is fun to play.

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.
I think screen sharing is as good as it can get.
btw, the hard part isent the objects, its keeping the huge ass terrain files synced.
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  #2629  
Old 05-02-2010, 10:45 AM
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Originally Posted by lafe View Post
I think screen sharing is as good as it can get.
btw, the hard part isent the objects, its keeping the huge ass terrain files synced.
Oh no, screen sharing isn't as far as good as it can get!
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  
Old 05-02-2010, 02:30 PM
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Originally Posted by Wrestler#1 View Post
Oh no, screen sharing isn't as far as good as it can get!
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.
yeah, but im just saying that i think the best method of multiplayer for this would be advanced screen sharing built into the program.
because even traditional methods require transporting huge files, so it would probably lag less.
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  #2631  
Old 05-02-2010, 06:06 PM
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yeah, but im just saying that i think the best method of multiplayer for this would be advanced screen sharing built into the program.
because even traditional methods require transporting huge files, so it would probably lag less.
Screen sharing isn't the perfect solution for me. And not only because it isn't lagfree enough but others could do some nasty things to your PC via screen sharing.

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  
Old 05-03-2010, 04:37 PM
Elcoo Elcoo is offline
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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  
Old 05-03-2010, 05:48 PM
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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  
Old 05-03-2010, 07:07 PM
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Originally Posted by Elcoo View Post
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.
The ground is actually not made out of billions of particles since that would kill your PC. The only time when particles come into play is when some ground is destructed. So basically you could remove the particles AND keep the good old destructible terrain, you only wouldn't have that dirt flying around.

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  
Old 05-03-2010, 07:27 PM
Shalafi Shalafi is offline
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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  
Old 05-26-2010, 01:53 AM
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http://forums.datarealms.com/viewtopic.php?f=24&t=18755
weegee made a metagame.
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  #2637  
Old 05-26-2010, 02:28 AM
InvalidWalrus InvalidWalrus is offline
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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  
Old 06-13-2010, 10:05 PM
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Default Lunar Lasers

http://forums.datarealms.com/viewtopic.php?f=61&t=18983
Lunar Laser, a neat super weapon i made.
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  #2639  
Old 06-13-2010, 11:04 PM
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Originally Posted by lafe View Post
http://forums.datarealms.com/viewtopic.php?f=61&t=18983
Lunar Laser, a neat super weapon i made.
-snip-
Wow, that looks pretty sweet! I'll try it out!
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  #2640  
Old 06-13-2010, 11:20 PM
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Originally Posted by Colescheffler View Post
Wow, that looks pretty sweet! I'll try it out!
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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