Gladiators of the arena it’s a game that it’s been in developement for a long time, but not we are developing the surviva version, in this version instead of the other ones you have to survive in the wilderness.
This is a vídeo we’ve made about the game, in multiplayer sicne it’s being coded in multiplayer from scratch.
I will say the udk one is a litle bit better.Not because im a fanboy,its because the ue4 bsp or whatever is using,looks too dark.Either way,for something like a coliseum,i loud model it by hand in a 3d app and not use bsp simply because i wont stand those hard edges.Or if you leave it with bsp,than you will have to do a lot of set dressing to hide the look.For example something like carpets/blankets on the stone for the people to seat or wood.Series like Spartacus shoud have good reference on this.
New multiplayer debugging video we testing the Resist game mode wich consists on killing waves of enemies. Me as a client and other guy playing as a listen server https://youtube.com/watch?v=4KCBa1lB06s
First off, Neongho, I appreciate your offer of help!
Er, but I’m a kinda* candle surrounded by darkness coder* XD What’s serverside and what’s clientside I’m still vague. (I keep re-reading docs) My reloading; nade; molotov 3p and 1p, and bot anims (all custom) wouldn’t work online. (by bot custom I mean staggering about wounded and other anims). I assumed those were serverside because they worked in the game, in-editor. I supposed that result meant that the server dropped that info when online. But I fixed most custom reloading 3p, 1p anims and bot anims for me as a single client online. Whether other clients will see the 3p anims, dunno there’s only been me, 1 client. Regards the player’s 1p anims I’m hoping (hoping argh… hope is not a method XD) hoping the server won’t waste its time with player 1p anims.
Well my work’s proceeding but not sure exactly what you mean Also do you handle most of the things in the server like me, or you are more of a client handle the maths guy ? because I’m not quite there yet XD
Your projects are inspiring to see. And thanks again, man, appreciated
that one is not true Multicast (proper multicast doesn’t exist in UDK, you need UE4 for that). this one is simply the server calling a function on all clients by iterating through all PlayerControllers.
true Multicast would allow you execute a single function call on all clients (instead of iterating through all clients’ player controllers to call a function on each of them), that will affect a determined actor (the version of that actor that exists in each client). however calling a function from a client and expect it to be called on all other clients… AFAIK this cannot be done in UDK simply using function calls
Bros your little debate is appreciated! Multicast, I learned a new word and its meaning.
Any docs are useful even those about the same thing written by different people, or docs by the same person but differently worded. Each pov description is like moving my 2d view into 3d so I get my head around it. Terminology as Chosker points out is one of those problems we all face - using correct names, agh. Coding is straight logic but with thousands of tiny nuances and we need to learn each of them XD
GORE is coming along not completed yet and still not replicated to clients. Will make a video blog on how i did it , it’s not that complicated, say goodbye to Change Weight in runtime. and “modular pawns”.