Eufloria > Eufloria Classic Mods

What are you working on? :D

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Inumedia:
I'm already pretty far

Got networking done, just working on figuring out how their system works.  Already got a server setup and a dedi contracted.  And already got a lot implemented for the most part.  Just running into a few problems; one of them being that the player always has the ID of 1, where as I need that to be changeable.  :3

Right now my current goals are streamlining packets and within the next two days, allowing more than one person in the same game.  It's not an issue of packets, but rather how the client interprets all the data.  I think I'll have that done soon, and then I'll set it up on the dedi and release the modified client.

http://inumedia.net/eufloriadisplay.png

Just a side-note if Alex reads this before my PM or Rudolf just doesn't hear about the PM I sent to Alex, if you don't want me working on implementing Multiplayer, please let me know and I'll discontinue this project of mine o-o;

annikk.exe:
Wow.  That looks pretty impressive dude..

I can't imagine A&R would be anything other than delighted to hear about this.. :>

annikk.exe:
Still trying to optimise the 3D Starfield Init settings for my level..

Inumedia:

--- Quote from: annikk.exe on February 02, 2011, 05:52:15 AM ---Wow.  That looks pretty impressive dude..

I can't imagine A&R would be anything other than delighted to hear about this.. :>

--- End quote ---

Ah, well that's good to hear.  I've already planned out how the levels and matches will play out and I'm hoping it all ends well when I kick it off for everyone to play on.

annikk.exe:
I'll definitely be up for trying that!  Will you keep us updated on your progress? :>


I am going slowly crazy trying to work out why on earth the stars "jump" when you zoom in/out.  It looks like GetCameraScale() is delayed by 0.3 sec or something...  the stars first move as if they were on a flat plane, and then "jump" to their new positions...


I've tried turning large sections of the code off.  I've tried drastically reducing the number of asteroids and stars.  Basically no matter what I do, the jump is still there to some degree.  The FPS is fine, it's just that jump which is the problem.


But the parallax engine also used GetCameraScale(), and it did not suffer from a star-jumping problem at all.

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