Multiplayer Testing
by J. Alan Atherton · in Technical Issues · 06/16/2004 (2:55 pm) · 1 replies
My resources are limited, so I have to be a little creative. After wondering for a few weeks how I was going to test multiplayer with only one machine, I came up with a couple of ideas. The first was to start a server at work (risky) and have my wife login and see if things work. I wasn't sure if we were on the same network, and it would be a pain to keep the files up to date. Perhaps that will be a good beta-testing option, though.
The second idea, which I had 10 minutes ago and tested, is to start _two_ instances of Torque on the same machine. I had accidentally done this before, but I wondered whether it would really work. Sure enough... it works pretty good. The framerate is awful, but for a lot of debugging, it will work swell.
Torque rocks!
Can anyone tell me things I should watch out for? I can only imagine that certain bugs will come up using this method that wouldn't exist in a standard setup, but maybe Torque really is solid enough to work the same either way.
The second idea, which I had 10 minutes ago and tested, is to start _two_ instances of Torque on the same machine. I had accidentally done this before, but I wondered whether it would really work. Sure enough... it works pretty good. The framerate is awful, but for a lot of debugging, it will work swell.
Torque rocks!
Can anyone tell me things I should watch out for? I can only imagine that certain bugs will come up using this method that wouldn't exist in a standard setup, but maybe Torque really is solid enough to work the same either way.
Associate Kyle Carter
The only thing to watch out for is that some bugs can pop up when you have many players. There are some bugs we found in Zap (www.opentnl.org/download.php) that only come up when you have about ten people playing really hard. Of course, hopefully you won't be at that stage till you have more hardware to test with. ;)