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Rocks 'n' Diamonds MP
Posted: Tue Feb 22, 2005 1:21 pm
by Grunt002
Do you think that Rock 'n' Diamonds MP would be another game OR another exe. for the game?
so we can access the game easier and maybe add a little option or so...
and maybe you can see the server list easy like all the diffrent retail games?
You could also make diffrent game modes like team match, deathmatch, co-op, SP race and etc.
Would it be a good idea?

Posted: Tue Feb 22, 2005 3:30 pm
by Zomis
Enhanced multiplayer interface will be added later, according to Holger.
Posted: Tue Feb 22, 2005 5:18 pm
by Darkon
id rather the netcode got sorted before this :-p
Posted: Tue Feb 22, 2005 8:28 pm
by Grunt002
> id rather the netcode got sorted before this :-p
Right... i'd never figure it out how

Posted: Sat Feb 26, 2005 1:57 pm
by Holger
As Zomis already said, it's not the network code that has to be sorted (as it works fine (*) ), but just a graphical interface that has to be added for those who don't like shells.
(*) I know it's slow outside LANs, but that's because of the fixed 50 Hz frame rate. Another historical legacy that can't be changed easily... :-/
Posted: Sat Feb 26, 2005 6:34 pm
by Zomis
Holger wrote:(*) I know it's slow outside LANs, but that's because of the fixed 50 Hz frame rate. Another historical legacy that can't be changed easily... :-/
So what about that only-allow-user-input-each-x-frames thing or whatever it was? I think we've talked about enhancing speed in user plays before, I just can't remember what was said.
Think about a game like Starcraft, there's thousands of things happening at once there, and the game still works pretty fast in network play...
Posted: Sun Feb 27, 2005 12:01 pm
by Holger
> So what about that only-allow-user-input-each-x-frames thing or whatever it was? I think
> we've talked about enhancing speed in user plays before, I just can't remember what was said.
Ah, yes, I nearly forgot about that possible solution that we already discussed. (Maybe it was discussed in the old forum?)
That's indeed worth trying when I work on the network games interface...
> Think about a game like Starcraft, there's thousands of things happening at once there, and
> the game still works pretty fast in network play...
Yup... Either they're simply better programmers at this point, or the network command timing is a bit "fuzzy", which is probably no big problem in such a game, but deadly in a game like R'n'D.