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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....

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 :)

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

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.

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?

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?

RakNet C++ Support / Problem sending packets?
« on: November 30, 2006, 03:03:59 PM »
void CRakTestServer::OnReceiveRequestStartPosition(Packet* pPacket)
   ReplyPacket.ucOpcode = SMSG_REPLY_STARTPOS;
   ReplyPacket.nX = rand() % 500;
   ReplyPacket.nY = rand() % 500;
   if(!m_pServerInterface->Send((char*)&ReplyPacket, BYTES_TO_BITS(sizeof(tSMSG_REPLY_STARTPOS)), MEDIUM_PRIORITY, RELIABLE, 0, pPacket->systemAddress, false))
      cout << "Failed to send starting position!\n";
      cout << "Sent starting position!\n";

   //   Send existing ships
   cout << "Sending " << (int)m_vpShips.size() << " existing ships.\n";
   for(unsigned int i = 0; i < m_vpShips.size(); i++)
      tSMSG_ADD_SHIP AddShipPacket;
      AddShipPacket.ucOpcode = SMSG_ADD_SHIP;
      AddShipPacket.nX = m_vpShips->nX;
      AddShipPacket.nY = m_vpShips->nY;
      AddShipPacket.ID = m_vpShips->ID;
      if(!m_pServerInterface->Send((char*)&AddShipPacket, BYTES_TO_BITS(sizeof(tSMSG_ADD_SHIP)), MEDIUM_PRIORITY,
         RELIABLE, 0, pPacket->systemAddress, false))
         cout << "Failed to send add ship packet!\n";

I am not receiving the SMSG_ADD_SHIP on the client side. I am getting the SMSG_REPLY_STARTPOS however. Any ideas?

RakNet C++ Support / Waiting for connetions?
« on: November 29, 2006, 11:28:59 PM »
What is the proper way to wait until a client is connected to the server? I tried this, but it returns before the client is fully connected.

Code: [Select]
// Wait to connect
int nTimerCount = 0;
cout << "Connecting";
cout << ".";
nTimerCount += 100;
if(nTimerCount >= 5000)
cout << (m_pRakClientInterface->NumberOfConnections() ? "\nCONNECTED!\n" : "\nFAILED TO CONNECT!\n");

RakNet C++ Support / Suggestions/Pitfalls?
« on: November 28, 2006, 04:04:26 PM »
We will be making a futuristic Counter-Strike like FPS w/Portals for our Game Final project @ Full Sail. I am just starting to mess with the RakNet API in order to learn it and test out what will work for us and what won't. Any common pitfalls I should be looking out for? Host will run both server & client code while everyone else runs just the client code. Are there any modules of RakNet that you guys feel are extensible enough to meet our needs? I am planning to write everything I need myself and just use RakNet for connection management and sending receives.

Basically the things I am interested in knowing is any problems other people ran into and if they decided to use any of the built in RakNet features such as the replica system. Our target number of players per server is 16.

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