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Network Support Finished
Network Support Finished
| Name: | Matt "Mr. Pig" Razza | |
|---|---|---|
| Date Posted: | Apr 06, 2006 | |
| Rating: | 2.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Matt "Mr. Pig" Razza |
Blog post
I'd just like to let everyone know that we now have full network support! This means, no lag, no networking bugs, and full master server support! This means we are one step closer to the release. We also now have our first pistol in the game - a DE! The only problem is that we have no animations for it. Well, I'll be frank, we have no animations for anything as we have no animator.
Now to go over the "full network support", by full network support I mean-
*No more lag! - All versions of our game, before this one, would create some lag unless the server application was put on the the slower thread of my P4 w/ Hyper-threading, set to the lowest priority, and with another application using at least 50% CPU. This was because the problem with Torque's PrefPerformanceCounter (well - to my knowledge it's really a windows problem). The counter would loose accuracy when the CPU has many free cycles which it does when the computer is running just the server as Torque's server is very efficient. What I did was have the tick counter function check the global script var ($Pref::isDeticated - I think), if it's true it forces the timer to the old, GetTickCount, function which is more accurate but updates less frequently then PrefPerformanceCounter.
*Full Master Server Support - All that happened here was that I added support for a master server scan to our server browser GUI. This code was already in the starterkit, I just did a quick port to our game.
One more note, I added TLK to the game.
I'll be posting some screens of our textured weapons later also.
Now to go over the "full network support", by full network support I mean-
*No more lag! - All versions of our game, before this one, would create some lag unless the server application was put on the the slower thread of my P4 w/ Hyper-threading, set to the lowest priority, and with another application using at least 50% CPU. This was because the problem with Torque's PrefPerformanceCounter (well - to my knowledge it's really a windows problem). The counter would loose accuracy when the CPU has many free cycles which it does when the computer is running just the server as Torque's server is very efficient. What I did was have the tick counter function check the global script var ($Pref::isDeticated - I think), if it's true it forces the timer to the old, GetTickCount, function which is more accurate but updates less frequently then PrefPerformanceCounter.
*Full Master Server Support - All that happened here was that I added support for a master server scan to our server browser GUI. This code was already in the starterkit, I just did a quick port to our game.
One more note, I added TLK to the game.
I'll be posting some screens of our textured weapons later also.
Recent Blog Posts
| List: | 04/12/06 - Ported Recoil System to the Engine 04/06/06 - Network Support Finished 01/12/06 - Recoil System 12/14/05 - Plan for Mr. Pig |
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Submit your own resources!| Chris \"C2\" Byars (Apr 07, 2006 at 00:21 GMT) |
| Matt "Mr. Pig" Razza (Apr 08, 2006 at 00:58 GMT) |
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2.0 out of 5


