VR Hack is not working for networking
by Mark Grob · in Technical Issues · 11/08/2005 (10:18 am) · 2 replies
Below is my hack code for the player.cc... I made comments in parts of the code most of the changes to the code are in the updateMove() as suggested by other forums, but my issue is that I am not able to get it to work on multiplayer over the network. The host PC/Mac's Player movement gets overwritten by the last player that connects to the hosted game. The other players do not see any of the other players on the landscape. What is my next step to get this working over the net? I am not sure on what the "Good Design" strategy would be for Torque. Is it best to make modifications to Gameconnection's getNextMove? or something else?
Thanks in Advance.
Mod Note: Source code removed from public forum.
Thanks in Advance.
Mod Note: Source code removed from public forum.
#2
03/19/2007 (8:27 pm)
Hi Mark, I am wondering if you have got your tracker working with Brian's suggestion since it's been a quite old thread.
Torque Owner Brian Richardson
My P5 Glove Resource takes this approach.
Then this move structure will be used in both the client and server. Which will then effect the server version of your object and the changes will be ghosted down to the other clients.
Finally, you'll want to change pack/unpackUpdate to add any new variables you've added that the client ghosts will need to render properly (might not be necessary if you're just modifying pre-existing player vars).
Hope that helps.