TPT Multiplayer

  • cracker64
    7th Jul 2012 Developer 31 Permalink

    Currently being redone, should be done around the next version release (88?), please hold on...

    --May 21, 2013

    Edited once by cracker64. Last: 27th Jul 2013
  • boxmein
    7th Jul 2012 Former Staff 16 Permalink
    @cracker64 (View Post)
    Literally an idea shunned for years made in a matter of days, and without even making a full mod for it.
    You truly are the master of Powder Toy.
  • nmd
    7th Jul 2012 Member 0 Permalink

    @boxmein (View Post)

    ikr

     

    @cracker64 (View Post)

    which one of the sockets should we download?

  • cracker64
    7th Jul 2012 Developer 3 Permalink

    @nmd (View Post)

    The bottom is source code, I don't think it matters which windows (I used the second one, vc8)

  • Poorsoft
    7th Jul 2012 Member 0 Permalink

    Was this mainly coded in C? Also, this is brilliant!! You really should deserve an award here, truly amazing!!

  • Plasmoid
    8th Jul 2012 Member 1 Permalink

    @Poorsoft (View Post)

     Well duh he's awesome.

  • nmd
    8th Jul 2012 Member 0 Permalink

    @Poorsoft (View Post)

     Actually lua.

    With the help of sockets.

  • EqualsThree
    8th Jul 2012 Member 0 Permalink

    That's some high ping....is thing "stable"? i get a reasonable 100 ms (ping) on Ace of Spades...but i think this *should* work.

  • cracker64
    8th Jul 2012 Developer 3 Permalink

    @EqualsThree (View Post)

    The ping is going to be a lot higher than a normal ping, because this ping is going through with other data, it may get buffered before sent, and it may take a bit to actually get read and respond, and held up again on the way back.  It's only worst when drawing (on my LAN, it gets 5-10 idle ping, 200 when drawing) which I think is normal.  It doesn't feel laggy at all if you try it.  Before I buffered the sends, even a 1fps difference would slowly cause the slow client to get WAY behind, and pings 2000+ easily.  So it limits sending to the other clients FPS.  It's also very light on data usage (less than 600bytes/s drawing)

  • okeidev
    8th Jul 2012 Member 0 Permalink

    If i draw a line with some material with a bigger point size, the other client sees what i draw, but with not at the same size.

Locked by cracker64: broken