Author Topic: Netplay General Discussion  (Read 36830 times)

Offline Zadrave

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Re: Netplay General Discussion
« Reply #105 on: March 04, 2010, 02:45:43 PM »
Quote from: "mamaluigi"
Quote from: "Zadrave"
Quote from: "mamaluigi"
Also, he/she doesn't take control of your computer anytime, only when needed to play! :D
Watch as people bypass that and hack someone else's computer.
*sigh* If everyone disagrees than just wait for netplay... :(
Well, I like the idea, I'm just saying that it'd be easy to bypass, plus it seems kind of like a hard thing to code.

Offline mamaluigi

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Re: Netplay General Discussion
« Reply #106 on: March 04, 2010, 02:54:12 PM »
Quote from: "Zadrave"
Well, I like the idea, I'm just saying that it'd be easy to bypass, plus it seems kind of like a hard thing to code.
Sorry, didn't notice that!  :lol:

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Offline SSBfreak

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Re: Netplay General Discussion
« Reply #107 on: May 10, 2010, 10:15:18 AM »
just entered the forum.
there are 3 possible ways to get netplay for this game...

1. make a dedicated hamachi server for the game
2. integrate a kaillera-client into the game
3. integrate a new server system with a netplay GUI.

the third one is the hardest thing to code, i guess....so what's about kaillera?

Offline yoshi_the_best

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Re: Netplay General Discussion
« Reply #108 on: May 16, 2010, 06:35:15 AM »
Since there was this Netplay topic again, I just got some ideas - some techniques that could be used.

1) Position Sending
The clients will send their position every X frames to the server who sends it to everyone else then.
+ Easy to code
- Players jumping around
- High bandwidth needed


2) Forward Prediction
Also used in Mario Kart Wii. Basically it is like 1), but the client also sends their current speed, direction etc. The server sends those to the clients who apply those to a "dummy player" who is affected by gravity and all this jazz. This allows for a lower rate of sending.
+ Not so jumpy
+ The client can compute the movements and all that stuff

- It looks pretty odd if one of the Clients disconnects while running - he will run all the time, into walls or in pits

3) Controls only
The clients do not send a packet every X frames, but everytime a key is pressed it gets transfered to the server. The server calculates the positions and sends them to the clients. So in this case, the clients are basically only used for displaying the data and getting input.
+ No cheating possible
- Again high bandwidth needed

4) Mix out of 2) and 3)
Each client sends a packet when they get input and the server sends every 5 frames or something the current position, speed and item to the clients.
+ No cheating possible
+ smooth movement

- It looks pretty odd if one of the Clients disconnects while running blabla

So, yeah, I guess 4 is the best solution. Now it would need just a quick and secure way to etablish a connection beetween server and client, a kind of lobby or something and to cope with problems like DCing and stuff.

[/giving suggestions for a thing that will most likely never happen]

Offline Rockerfrick

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Re: Netplay General Discussion
« Reply #109 on: May 17, 2010, 01:59:28 AM »
Yeah, 4's the best. It's not a nuisance whether one client disconnects, say, that player will become a bot or it will lose control and disappear from the map? But his points are still retained at the rest of the match, until another match is started which there will be some modifications of the former match which these are the possible outcomes:
  • The remaining active players will continue throughout the world/tour the server had selected
  • The server and the clients wait for someone to connect so the player line-up is complete
  • The server will automatically disconnect so the rest can join another server
  • A bot will replace who disconnected from the previous match
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Offline riahc3

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Re: Netplay General Discussion
« Reply #110 on: July 20, 2010, 11:11:24 AM »
Quote from: "mamaluigi"
Guys, we could just use TeamViewer to play online!  :P
I KNOW you will post something like this: ,,TeamViewer is used for viewing other's computer, not?" The answer for these guys is: ,,No." It works like two people would be using the same computer!  :lol:
....you have no idea how TeamViewer works or what its for do you?

yoshi_the_best - Like your ideas. We could sacrify a bit of lag for a packet which tells us that the user is still there. If the packet is never sent/recieved, the command (jump/run/etc) is never executed and after x time, the player is booted and disappears.

Offline riahc3

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Re: Netplay General Discussion
« Reply #111 on: July 20, 2010, 11:13:26 AM »
Im actually scared to go find nmn again. He might think Im a annoying prick lol.....

Its too bad his code disappeared. If it hadnt, Im sure others would have provided some kind of help/input to help nmn out.

Offline neagix

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Re: Netplay General Discussion
« Reply #112 on: April 24, 2013, 01:28:46 PM »
3 years old thread...sorry for bumping this up (so abruptly :P)

I am going to work on this, LAN netplay support.

I've read the topic (and several others) and, sorry to say, there is very little technical people here...but I think this can improve :)

So right now there is no source for any netplay implementation, right?

Offline MC Jimmy

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Re: Netplay General Discussion
« Reply #113 on: April 28, 2013, 04:59:07 PM »
The only version that has a working netplay mode is the java version made by Big JM and Eon8ight.

Offline neagix

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Re: Netplay General Discussion
« Reply #114 on: April 29, 2013, 02:07:53 AM »
The only version that has a working netplay mode is the java version made by Big JM and Eon8ight.

I am working on the C++ version and will add netplay there, although I have no release date yet

Offline fluffypillow

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Re: Netplay General Discussion
« Reply #115 on: January 18, 2014, 07:52:00 AM »
It seems nobody is currently working on SMW, so I started developing too.
And today, I present you the first trailer of the multiplayer mode:
http://youtu.be/epxInS7ZAL8

neagix, I couldn't find your email so I'm asking here: are you planning to continue smw-next?

Offline AndyGround

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Re: Netplay General Discussion
« Reply #116 on: April 27, 2014, 10:21:18 AM »
It seems nobody is currently working on SMW, so I started developing too.
And today, I present you the first trailer of the multiplayer mode:
http://youtu.be/epxInS7ZAL8

neagix, I couldn't find your email so I'm asking here: are you planning to continue smw-next?


Awesome!! Love seeing that this game still gets some development love from the fans.

Offline Felix-The-Ghost

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Re: Netplay General Discussion
« Reply #117 on: April 29, 2014, 10:04:06 AM »
Can't believe I didn't see this -_-
Good work :)

Offline fluffypillow

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Re: Netplay General Discussion
« Reply #118 on: May 09, 2014, 03:30:24 PM »
So, the netplay code is nearly done, I think it will be ready in this summer.
It takes some time because of real life issues (exams, hospital, etc.), but it will be finished. :)

Meanwhile, I'm also working on a Javascript port, meaning SMW will run in your browser.


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Offline Felix-The-Ghost

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Re: Netplay General Discussion
« Reply #119 on: May 09, 2014, 04:31:28 PM »
Should make sure FPS doesn't affect gameplay anymore (it speeds up the entire game and not just the rendering)