
kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Apr 25, 2011 10:10 PM
Msg. 1 of 14
http://www.mediafire.com/?eny5jf9s279ug1nGo online with it, have people join, ask em what they see, etc, if they don't see it right, have host hit resync in pause menu, etc. I had actually forgot a part of the script, but when I did a lan test and online test, it acted as if I hadn't forgot it, so im not gonna bother fixing it until its proven flawed by you guys (aparently logic doesn't count *shrugs*) It works through binary, using only 100 of the 127 I have, so its not as acurate as I could make it, but im trying to get it working perfectly before worrying about huge numbers. since its only checking 100 out of the 10000 possible ones, it can end a foot or so off on the computers, thats ok for now, just as long as it is close. So, go test (lol, not even telling you what it is, or what thing in the map to do, etc. quality stuff) EDIT: Well, fixed up the errors people found (hopefully), and up'd the sync locations to as many biped holes I had in my test map lol. Its still a good idea to cause a resync when ever someone joins since if its moving when someone joins, the location they receive may still be a moment off since its moving. http://www.mediafire.com/?kukk98a0nb89w7xScript if anyones interested. It has a giant comment box in it giving some explanations, etc. to lazy to clean the script up, so have fun reading it. comments should hopefully stand in for the messiness. EDIT2: Multi-track system request. Will have a testmap online sometime for people to test. http://www.xfire.com/video/463cd5/Edited by kirby_422 on May 6, 2011 at 04:00 PM
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Apr 25, 2011 10:18 PM
Msg. 2 of 14
I told you to try it to find out lol. Its the basis that will soon become trains in halo.
You flip two switches, a power and a direction switch. you can stop it anywhere, change direction when ever, etc. the binary is the host storing the location of where its currently at, and then joiners can see what that binary sequence below is, and apply it to their side so they see the same thing.
|
|
|

thellt
Joined: Feb 14, 2009
chiperdilly the great 1999-2017
|
Posted: Apr 25, 2011 10:26 PM
Msg. 3 of 14
well it works pretty well. i tested it. just now. it was trippy seeing the white and black squares in the middle of space. and it took me a while to get it working. the messages were annoying. but i eventually figured it out
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Apr 25, 2011 10:36 PM
Msg. 4 of 14
you have to test it online. it obviously works for one person. you need to try it as a client to see how acurate it is.
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Apr 25, 2011 11:27 PM
Msg. 5 of 14
This could be pretty cool. Edited by Maniac1000 on Apr 25, 2011 at 11:28 PM
|
|
|

Ro0ster
Joined: Jan 21, 2008
is a rooster
|
Posted: Apr 26, 2011 02:41 PM
Msg. 6 of 14
Quote: --- Original message by: pablo How come the player doesn't slide off of it? Because it's a device.
|
|
|

anonymous_2009
Joined: Jun 13, 2009
|
Posted: Apr 26, 2011 03:59 PM
Msg. 7 of 14
Onit, I will leave server open for a bit "Hunter's Server" .
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Apr 26, 2011 08:14 PM
Msg. 8 of 14
So, nobody has anything to report other than the few people I tested with last night?
guess ill list the bugs we found: 1. If you flip the direction switch rapidly, client doesn't register it correctly. 2. power switch ends up being like a foot off when you use it, so it should require a resync when ever flipped (probably will do this on the direction switch aswell just to solve that)
Strangely, nobody found it off sync when they joined midgame even though I had forgot that part of the script... if nobody finds any issues with that, then ill ignore it. It was always in sync when you guys joined?
So, it worked fairly well then everyone?
|
|
|

Ubergoober
Joined: Oct 11, 2010
|
Posted: Apr 28, 2011 05:03 AM
Msg. 9 of 14
just saw this thread, gonna get on it now :)
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: May 1, 2011 04:33 PM
Msg. 10 of 14
http://www.mediafire.com/?kukk98a0nb89w7xNewer script file. Its messy, but it does the job. up'd the sync locations for longer train systems. Should still resync when someone joins if the device is moving, but it doesn't automatically do that because list_count changes when people die aswell, and we don't want to stop it from moving for a second when people die, so depending on the devices speed, they will see it slightly off until a switch is hit, or a resync is preformed.
|
|
|

IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
|
Posted: May 3, 2011 04:11 AM
Msg. 11 of 14
What is this? I'm curious.
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: May 3, 2011 01:39 PM
Msg. 12 of 14
It's a script for making train like devices sync. It uses multiple bipeds to act as binary, so when a resync is called, it makes something like 01011100 using dead and living bipeds. one sec while I calculate that random number I just wrote out.. 92. the 92 is recovered on joiners computers, and divided by 255 in that case (8 binary numbers ^^). then all people in the server apply 92/255 to their devices location. more bipeds (more binary numbers) there are, the more accurate it gets; small paths don't need much room, but large ones do.
Anyways, there are two switches on your device. one to control direction your moving in, and one for power to the device. This way, you can stop the train where ever necessary, and turn around when needed, etc, and this position can be synced to everyone.
On join, if the device is moving it will be slightly off since there is no way to tell the differance between 'someone dying and respawning' and 'someone joining or quiting', and for a resync to occur correctly you must stop the device, and I really don't think you all want it to stop randomly everytime someone dies just to send a position, and again when the respawn. it will give them the location it was at right when they joined, which may be a bit away by the time they load that data onto their side. It is always recommended to have the host hit resync when someone joins just to insure its being sent to the correct location on there side (just toss a start menu widget like my old test map at the top)
The other day when doing stuff for opsy, I noticed that it aparently doesn't run as well if you have in the device tag, 'elevator node' set to 1; it drags people with the device on resync with that value, and on his device was causing them to fall through the floor because of it. But aparently that value also lets devices carry people upward when going at a faster rate so his device can't even go without it anyways with how fast it is. So aparently long elevators are not the best with this, especially if they are going fast and require that value.
|
|
|

pwner5889
Joined: Jun 13, 2008
|
Posted: May 4, 2011 08:17 PM
Msg. 13 of 14
Nice! Great work! Keep it up. I want to see this finalized.
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: May 6, 2011 03:45 PM
Msg. 14 of 14
Quote: --- Original message by: pwner5889 Nice! Great work! Keep it up. I want to see this finalized. So, 'finalized'. What is it you feel needs more work before you consider it finalized? Cause ive released the scripts to what I feel are working well. If you encounter errors (when not using the setting elevator node 1) please come forth and tell me. after all, I made this topic just to get bug reports, etc, till everyone is satisfied with its functionality. Anyways, I was requested to make a varient more train like where there may be a switch that changes tracks, etc. http://www.xfire.com/video/463cd5/I'll do a few more tests, and tweaks before letting you guys have at it trying to find bugs. (the stops are resyncs to insure its correct on all computers. it resyncs when ever you touch a switch, move onto a different track section, and every 1 minute. I've found that after i've added multiple tracks, the resync doesn't run as smoothly.. ill try to fix that up before letting you guys try this one out)
|
|
|
| |
|
|
 |
|