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1
Games made with RakNet / Re: Urban Warfare BETA Build
« on: March 28, 2007, 10:42:27 AM »
The game can be downloaded @ http://www.urbanwarfareonline.com

2
Games made with RakNet / Urban Warfare BETA Build
« on: March 06, 2007, 04:21:32 AM »
Here is a beta build of a game we are working on that utilizes RakNet. It is a 6 person 5 month school project (1 month design, 1 month tech design, ~2.5 months implementation) we currently have about 2.5 weeks until final build is due.

Please give some feedback and post bugs, etc....


http://www.urbanwarfareonline.com/UWBeta.msi

Start the server and then start the game and pick network demo. Physics demo has seperate build options and will not work properly in this build. The game is multiplayer only so test it with some friends :)

3
Version Announcements / Re: New 3.0 Build (02/23/07)
« on: March 02, 2007, 03:31:17 AM »
I updated source control and the download from the front page.  This is a pretty important update since it fixes potential data corruption, a potential crash, failure to send large files on a LAN, and incorrect thread access to plugins.  Also note that I don't update 2.x anymore, so I highly suggest upgrading.

  • Fix sending uncompressed file transfers not working with DirectoryDeltaTransfer plugin, and add option to not compress data
  • Added bandwidthExceeded to statistics
  • Default message number type to unsigned int - otherwise quickly overflows on LAN file transfers.  However, takes 2 extra bytes per message.
  • Fix potential overflow exploit.  Fix treating duplicate old messages as messages far in the future, causing incorrect data for later packets.
  • No longer call OnCloseConnections from the internal network thread for plugins - now only called on the user explicitly closing the connection

http://www.rakkarsoft.com/raknet/downloads/RakNet30Beta.zip

How potential was the data corruption bug? Any more info on it? I have been having some weird issues and I just updated RakNet, was using an older 3.0 beta from a few months back and at first testing it seems it might have fixed some issues we were having.

4
Feature Requests / Re: 4x4 Matrix Support
« on: January 29, 2007, 03:11:48 PM »
That's what I ended up doing.

5
Feature Requests / 4x4 Matrix Support
« on: January 22, 2007, 04:38:11 AM »
Would like to request 4x4 Matrix support for Write/Read Ortho.

6
RakNet C++ Support / Network Simular Question/Problem?
« on: January 11, 2007, 01:04:44 AM »
If I sent max bps to a relatively low number say 32000bps on the client then it does not connect successfully for some reason. The client gets the ID_CONNECTION_REQUEST_ACCEPTED, however the server does not receive ID_NEW_INCOMING_CONNECTION and GetAveragePing() on the client just returns - 1. I increased the value of BPS to 320000 and it runs fine. All the server has is a loop processing incoming packets. What could be wrong? Also why is there no parameter to seperately set simulated packet loss %?

I am working on implementing movement in a FPS and need to test my code under various simulated conditions.

7
RakNet C++ Support / Re: RakNet::GetTime() Problem
« on: January 02, 2007, 07:22:32 AM »
Thanks that makes sense :)

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RakNet C++ Support / RakNet::GetTime() Problem
« on: December 13, 2006, 09:14:50 PM »
I am randomly getting negative delta time when comparing the timestamp of a packet with the current time. It works fine for the most part but sometimes I get negative delta time (normally around -2ms). Is this a known issue? I don't think it's a problem in my code. How does RakNet do the syncing?

9
RakNet C++ Support / Re: Waiting for connetions?
« on: December 07, 2006, 11:06:07 AM »
I am waiting for ID_CONNECTION_REQUEST_ACCEPTED and it still fails occasionally. I got the 3.0 beta from the front page are there a lot of updates on the repisotory version?

10
RakNet C++ Support / Re: BitStreams in structs?
« on: December 05, 2006, 04:38:27 PM »
Code: [Select]
struct tSMSG_PLAYER_UPDATE
{
enum
{
eINCREMENT_KILL_ONE,
eDECREMENT_KILL_ONE,
eINCREMENT_KILL_AMOUNT,
eDECREMENT_KILL_AMOUNT,
ePLAYER_NEW_NAME,
ePLAYER_NEW_STATUS,
}
unsigned int unSpawnID;
RakNet::BitStream bsUpdateFlags;
RakNet::BitStream bsUpdateData;
};

My intention was to use it for something like this if Serialize properly serializes member bitstreams. If not I will just do it another way.

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RakNet C++ Support / BitStreams in structs?
« on: December 05, 2006, 04:31:10 PM »
Would something like this work?

struct tSomeStruct
{
 int nInt1;
 int nInt2;
 RakNet::BitStream bs1;
 RakNet::BitStream bs2;
}

Then fill out the struct, write some data to bs1 and bs2

and then serialize tSomeStruct into a new bitstream and send it over the network?

12
Programming / Re: RPG type multiplayer game (WALKING)
« on: December 01, 2006, 07:28:25 PM »
If your pathfinding is not very expensive you couldj ust send start position and end position and each client could just move the character.

13
RakNet C++ Support / Re: Problem sending packets?
« on: November 30, 2006, 04:21:56 PM »
Also fixed length to use bytes instead of bits. For some reason I had it in my mind that the send function took bits.

14
RakNet C++ Support / Re: Problem sending packets?
« on: November 30, 2006, 03:49:48 PM »
hah I'm dumb, didn't realize I had two receives in my reader code lol. Dumbest bug of the day :)

15
RakNet C++ Support / Re: Problem sending packets?
« on: November 30, 2006, 03:38:33 PM »
http://www.eqteam.net/BrokenRakNetTest.rar

Here is my broken code, if anyone could enlighten me on what I am doing wrong it would be greatly appreciated.

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