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Mumbles

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Everything posted by Mumbles

  1. Not necessarily a vista issue, system specs do help. Faulty graphics drivers are the usual culprits for Leadwerks apps not working (properly or at all). Not saying it can't be vista, could be anything. Josh is the guy who will know what's going on...
  2. Even for an FPS, I only use the controller because the UpVector has been taken out. Back in DBP and newton days (I feel old writing that) I had no issues attaching an UpVector to a vertically aligned capsule primitive (also missing, although I suppose you could just model one, serialise it and load it as a convex hull). Apparently they were taken out because they just didn't work - at all... Personally, being self-sadistic I would have loved UpVectors to be in, and mess around for hours, maybe even days trying to make it work. Of course, with the Leadwerks controller still available for when I would have eventually admitted defeat. As for sliding down a hill, would a box with low friction work? I can see a sphere accelerating to such speeds that it might feel unnatural.
  3. I like pack 6 - reminds me of Max Payne and his uber dodge moves Out of curiosity, what would you do if under the gloves were finger nails with bright red varnish on?
  4. It's because orders are processed manually, that way they confirm that they have actually received the payment before delivering the goods...
  5. Mumbles

    Networking

    If using UDP, and the network is quite small, any success trying your network's broadcast address?
  6. Mumbles

    Networking

    I don't know too much about RakNet, but with winsock you have to bind to IP "0.0.0.0" to allow any data to be received from the Internet (which would include your external IP). If you bind to your internal LAN IP (ex: 10.1.1.1) Then only data from your local subnet will be delivered to you. But I believe that binding to zero is also the default option in winsock, so I presume that's the same for RakNet. One option could be to look up your external IP, and enter that in place of rick.redirectme.com - doesn't matter if its a dynamic address, it' unlikely to change in that short space of time. And if that works, you know that it's DNS lookups that are getting stuffed up somewhere...
  7. Wouldn't work for me - I tell it not to remember my login details. ...And I can also stay logged for over 12 hours, even with no activity. That's on Opera 10...
  8. Mumbles

    Networking

    I don't think I've fully understood what you're trying to ask, but it sounds like you are trying test Internet connectivity by getting a computer on your network to connect to your "router's" external IP address, so the router forwards the packet back inside your network to the intended host. And then trying to get a simple acknowledgement back in the opposite direction to confirm its working. If that's not what you're asking then ignore the rest of the post For example, your computer's IP might be 10.0.0.1 - the server's IP might be 10.0.0.2 and the router's external IP address might be 1.1.1.1 (Obviously it's example, because you'll never get that number) By going through the router, it will transparently muck up the ports. So if the client sent a message from it's own port 2222 to 1.1.1.1:3333 because that's the forwarded port. The message's sender details would appear that it came from 1.1.1.1:1024 rather than 1.1.1.1:2222 A common mistake is to only read the sender's IP, and not the port. In this case, merely assuming that the client will only send on 2222 and so that's the port it must have come from would be incorrect. To get it back to the sender, you would set the packet's target as 1.1.1.1:1024. Now when it arrives at the router, it thinks "Data for me? On port 1024... That's the port where I sent outbound data from 10.1.1.1:2222 - I'll send this packet there." ...And the 2-way communication between the clients should be complete. This 'thought' of the router's, is why I put the word router i quotes, the first time I used it. A device like this is actually a "Port Address Translator" Even if that hasn't solved your problem, hopefully it will provide something to think about for anyone who reads this. I should also check, is this a TCP or a UDP communication? Because what I've described, doesn't really apply to TCP
  9. Now that's the detail I'd missed, I'd presumed it was a simple game to test out the networking commands, practising for something much more complex at a later date. Now I can see exactly what your point was.
  10. When I say, small scale, I mean like 8 clients at most, and probably also with a small amount of objects to track, the original Doom might be an example of that (4 clients and in DM mode, no enemies, so only a few objects). I don't know enough about this game though, but it probably isn't what I'd call 'small scale' (I presume I could find the game in the web-site link in his sig) Medium scale would be your average 8-32 player Counter Strike, Quake, Unreal Tournament sort of game. Large scale would obviously be an MMO like World of Warcraft Edit: If the game is ballwars, that definately is small-scale, and running a dedicated server, so now you've confused me a little bit... Also, by the message frequency, I don't see why that particular game wouldn't work with a non-dedicated server.
  11. Sounds a bit like Modern Warfail 2... But really, this shouldn't actually be an issue until an LE game is Internet playable, and has a large player base. For LAN and small scale Internet games the lack of dedicated server support shouldn't hit a game's playability too hard.
  12. Mumbles

    Easy language

    For( Int, i, 1, 10 ) The comma between the 'int' and the 'i' would start to annoy me after a while. Perhaps because I'm not used to it. But I think even a non-programmer would eventually start to think "I wish I didn't have to put that comma in all the time"
  13. Thread looks dead already, but in case it isn't. At uni we were taught that any computer that can receive data on an internet is a host, so THost would probably be most accurate. There is a common misconception that hosts ..must.. be running be running server applications, and this simply is not true. The term 'host' became hijacked when multiplayer LAN games in the early 90's became popular. Akin to organising a party, the "host" would organise the event, which is the same role the server would play in a network game. Whereas people that joined the game would be equivalent to the party's "guests". So whilst most networked applications at the time used the words "server" and "client", games instead used 'host' and 'guest'. Today the word guest is never used. Instead, you'll probably see the options to 'host game' or 'join game' A little mini-essay there, that I'm sure no one really cared about...
  14. On the Game Creators page. In step one of the basket, you should be able to change your currency. Only a small list available, Pounds, Euros, and US Dollars (I'm presuming dollars are the one you'll want). As my order was done with a standard credit card, I don't know if Maestro would work in dollars or not, but I don't see why it wouldn't. ...But yes, for paypal, the security code it's asking for is probably the 3 digit code on the back of your card, or it might be the 4 digit one (As with American Express cards)
  15. I believe that TGC support Maestro cards. http://leadwerks.thegamecreators.com/show_basket.php If they do, then support is just the same as if you purchased the engine here, but you have to manually request forum access. TGC provide you your registration code if you buy through them, but they cannot give the SDK 2.3 owner status for this forum, so it could take up to 24 hours longer to get up and running
  16. On the note 'Team Projects' Are there any real commercial companies that have licenced the engine yet, or are they still wasting man-hours and money on developing their own engines just for console support? Not asking for names of any companies, but just curious. I suspect at this stage though, that it will basically be indie developers only.
  17. I was trying to think of a way to put that a bit more diplomatically. At the end of the day, most things you could ever want to see about the engine should be in the evaluation kit (Which is admittedly, only version 2.22, and so a little out of date by now) or if not, info will be in the wiki. That in itself should give people enough of an idea of what the engine can do.
  18. Personal opinion: I hate scripting... I'd go C/C++ all the way...
  19. Physics are obviously going to be the slowest, especially where buoyancy is concerned. I would also suspect that keyframe animation is nicer on the CPU. But keyframing alone wouldn't take any possible waves on the water into account. In the case of waves, physics are going to provide the most realistic look.
  20. I should have mentioned that my idea was 2-pass. First pass just extract the frames with no care for the audio, and pass 2, start from the beginning and capture only the sound. As most games already have the ability record demos into their own custom format. Anyone here could implement something similar into their own games. And then just add the ability for their game to convert the custom format into a series of images and sound files. It wouldn't matter if the conversion was real-time or not, as long as their custom capture format was real-time, it would be sufficient. And their custom format could be as crude as simply storing the: position, rotation, velocity and omega of every object in the scene at 100 ms intervals (or even every physics update). At this stage though, it's still only an idea, no definite proposals for code yet.
  21. I'd be all for extracting the graphics buffer out to a series of png files. But what about capturing the sound? If the engine provided a ..simple.. way to get access to the sound buffer, and save it out to the hard drive, then fraps would be obsolete where leadwerks titles are concerned. But as its a bit vague, it's not the most feasible request in the world...
  22. Only warning about fraps is that a decent resoluton ends up recording with a 100 mbit data rate, so your hard drive fills up pretty rapidly. Once you've captured, you'd use ffmpeg or similar to change it into a different type, and with a much lower bitrate. But that's assuming you've captured the entire video without running out of space.
  23. How low is a low end machine? Considering the price you can pick up a GeForce 8800 for these days... I don't think anyone here is going to say that unity is awful, but remember that most people here have paid for Leadwerks Engine, and I haven't really seen anyone here who is seriously dissatisfied with their purchase. So there's bound to be a lot of positive attitude towards the Leadwerks Engine here. Back to point of low end machines though. Leadwerks runs practically entirely on the graphics card, so it uses very little CPU time at all. As little as 5% on 3 GHz processor. The only obstacle older machines have with running this engine is the graphics card. Also laptops would have the same issue, if conventional laptops are your target, Leadwerks isn't such a good choice... (High power alienware laptops might be able to run LE games)
  24. I didn't do anything special special and it connected three times, and sent/received all messages three times. I'm guessing that's to do with the program though, rather than the network commands.
  25. There's a lot of packets being sent and received, bearing in mind nothing is happening... Just how often is this thing pinging?
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