Please take the time to read through this! I appreciate it.
Well, this wasn’t planned at all, it all started as a simple test which you can read all about here if you wish. So after the first test was a complete success i started to think “hmm, what if i make the game as planned, but have it online?” then before making any decision i made another test which was a map to walk around in, i encountered some problems the main one being you couldn’t see other players. After analysing the problem for hours on end i finally solved it! So after that worked great i then integrated this set-up into what i had so far of Z Day, made another test and low and behold it worked absolutely brilliantly i really could not believe it!!
I have encountered a lot of problems so far and again after analysing them for hours/days i always pulled through and created a fix for them! Except for doors, doors can be opened and closed by players, but they weren’t synced for players… Apart from that everything was looking up, it really was going fantastic, i pressed on with the city egger to finish it, i made a new GUI and finally added a zombie for testing! Once i was happy with the progress i labelled this as the first official 0.1a which was no longer a test more of a pre-alpha, i got everything ready for my little group of testers and finally launched the game for testing myself, again as usual everything was working fantastic things just got better and better! Until i realised the biggest problem so far, the zombies weren’t synced! No!!
This basically really pissed me off, so again i analysed the problem trying to find the root and finally a fix, but i never could fix it, no matter what i did the zombies or any moving object for that matter would not sync… Then it dawned on me, the core of this problem is that the set-up is client based, and most of what you see is not online, the player skin and chat is the only true online parts, this pretty much meant that anything player based wouldn’t be synced (opening and closing doors, shooting etc.) and i’d need a solution. So now i have the root of the problem and looking still for a fix. I have this Update script which is basically attached to the players and this is what feeds the movement of a client to other clients. So, if i could somehow adapt this script to feed the movement of the zombies and doors to other clients, this would solve the sync issue… Right?
I really don’t want to stop work now, zombies really are the backbone of my game. I’ve came so far and still have further to go! I just need a little aid in the area that i lack badly in, that being Python. Now i ask of someone who is good with Python to please, please god dam it help me :p! I will send all the scripts (there’s only 12 scripts 3 server scripts and 9 client they are all fairly small as well!) to you, you can then look over them and get a feel for how the system works and hopefully, be able to help me with creating a script, based on the ObUpdate script that would enable moving objects data to be sent across all clients from the server. This would have something to do with get and set orientation maybe? Anyway, it’s not like i’m asking you to build the game for me!
Also please don’t post anything like “you really shouldn’t do this” etc. Syncing moving objects is the last thing that’s needed before the networking part is finished, i can then concentrate on the game.
For any of you non-believers, here’s a video (sorry for the bad quality). And before anyone asks, i have a team of testers who have successfully connected and were playing also. So far i’ve had 7 connections lag free!
Sorry for the huge story! Thanks for reading,
i hope someone can help…