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Discussion in 'Programming' started by [YTGN] | Titch2000, Jun 18, 2019.
Oh. So, like Rigs Of Rods multiplayer?
Basically exactly like that.
If you check out the trello Although it is sparse it does list as an idea the ability to transfer mods from host to joining clients.
How will the physics work? Will the host do all the processing like in besiege? or will it be separated?
Is this gonna be global
Like the idea but it may take some time
I'd personally prefer it if you made the system peer to peer rather than dedicated servers. Eventually the dedicated servers will get shut down. Also, not much of an expert on the topic, but I believe peer to peer would be simpler, as you would just have the host and users, compared to the host, server, and users.
As the post title says this is going to be local multiplayer. so no not global.
Thank you and yes it will to prefect but for now my aim is to get the basics going.
Thank you for the input, i would agree and this could be possible using a websocket system i imagine but i have better experience with setting things up with specific hosts and clients rather than P2P. However there will be no dedicated servers just one player who opens their game up as the host. Then other people on the local network can join accordingly. Though later on it might be possible to setup dedicated servers. Not to mention you could always port forward on your local network to allow for outside connections.
Might i just point you to this bit: "Not to mention you could always port forward on your local network to allow for outside connections." of my last message which means you could but it is not my intentions at the moment
That along with the fact that it's hard enough to do what he is proposing... doing local multiplayer is a great first step. Once that hurdle is dealt with, then one could look at potentially going further... but remember... Rome wasn't built in a day, and neither will this be. One thing at a time.
that along with the fact that screen sharing through 3rd party sources isn't comparable or related to this, at all, so he's just taking up space
There is a video of this working somewhere, it was fun and once rotation was applied it even looked semi-realistic. It was done via a python script that sent XYZ coordinates and rotation.
Will this mod come to repository or is it only a forum thing?
This looks promising, I remember using an old program to play local on minecraft with a buddy of mine back in the day called "Log me in hamachi". I believe its p2p, not sure how technical this is or knowledgeable on the subject but would it only be one person connecting with another person or could we have a host with multiple people joining that host? Loving the brainstorming guys and thank you titch for the idea and work already!
This will come to the repository when it is ready yes.
Thank you for the feedback dude and i suppose that is something similar to how this will work.
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@thomatoes50 I dont suppose you can go though the things with the websockets please as im not getting very far with it hosting it properly, trying to connect to it just fails and the help on making the client seems to be hard to locate too so i would really appreciate it if you can maybe contact me on discord or maybe reply to this will a more in depth example on how to create the server and join to it. Thanks in advance!
I also noticed that the ev lib is not really included or at least in a way that i seem to be able to access but i can get the corpus web sockets to load without crash but just cannot get it to be accessible or have the client aspect running.
LogMeIn Hamachi is a VPN not P2P, it virtual connect all computers to a virtual network so they think it's local.
If you launch the game twice and use the same userfolder weird thing will happens (shader corruption, random crash ....)
you can launch one of the client with this commend argument
spaces are not allowed
What an attitude, someone is doing a legit job at making a working multiplayer. Local or not, it would be a HUGE step if this will work out.
I do appreciate the effort that is being put into this. I sadly can´t help much since I have no idea of LUA itself, but good luck mate!
Does anyone happen to know if an atom package exists that has all the functions / variables that exist for BeamNG so that locating them and using them would be easier? I know something like this exists for FiveM.