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Coollog's Online Engine


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#21 Dylijn

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Posted 24 January 2010 - 01:06 AM

I'd really recommend putting in a line 'You must extract the folder first' in your original post, otherwise you'll get that question many, many times. Could also add the basic instructions (run server, then client), otherwise you'll get people asking why it doesn't work too >.<

-Tv



People asking those questions shouldnt even be on this topic :snitch:

Can someone please make a GM7 one :GM126:

I really want to have a look at this...
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#22 coollog

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Posted 24 January 2010 - 03:30 AM

I'd really recommend putting in a line 'You must extract the folder first' in your original post, otherwise you'll get that question many, many times. Could also add the basic instructions (run server, then client), otherwise you'll get people asking why it doesn't work too >.<

-Tv



People asking those questions shouldnt even be on this topic :snitch:

Can someone please make a GM7 one :GM126:

I really want to have a look at this...


You can first try te exe and join my hosted server.
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#23 .Hacker

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Posted 31 January 2010 - 11:09 PM

I still get the message that it can't find the extension? Should the gex be ged?
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#24 .Hacker

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Posted 01 February 2010 - 12:41 AM

Did you unzip the file?


Edit
Oh I read the first topic incorrectly, you will need this:
http://theblueninja.com/coe/d39.gex

Install it.


How do I install it?
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#25 coollog

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Posted 01 February 2010 - 09:34 PM

Did you unzip the file?


Edit
Oh I read the first topic incorrectly, you will need this:
http://theblueninja.com/coe/d39.gex

Install it.


How do I install it?


Open Gamemaker, in the toolbar, click the Green plus thinG, then press install -> install, browse and open te d39.Gex and press ok -> ok. And ur Good to Go :medieval:
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#26 Conker5340

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Posted 13 May 2010 - 02:35 AM

___________________________________________
COMPILATION ERROR in Script: server_init
Error in code at line 8:
d39_dllinit(0,1,1);
^
at position 2: Unknown function or script: d39_dllinit

What do I do?
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#27 Conker5340

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Posted 13 May 2010 - 02:40 AM

I fixed that, so what would I do to make players walk around??
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#28 coollog

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Posted 14 May 2010 - 10:02 PM

I fixed that, so what would I do to make players walk around??


Create a player object on the client and have that process the key strokes and send that via the packets to the server to be updated on the other clients.
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#29 RobertOK

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Posted 30 May 2010 - 08:22 PM

Well, that's delightfully buggy! At the minute, I've gone through all the scripts on the server side editing the names as necessary, before my desk received a headbutt as I got another error on loading the client. That said, from the scripts it looks amazing. Lots of useful features and well documented. I'll get back to you tomorrow once I can properly test it.
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#30 Ace

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Posted 21 July 2010 - 11:19 PM

Does this support UDP and uploading/downloading/sharing files between players? If so, I could really use this engine. The only other feature I could ask for aside from those is determining whether players are in the same room as you or not and creating/destroying them as necessary.

If you haven't, do you think you can implement these basic features?

It's a good engine for basic TCP connection from what I've seen so far, but, without those features, it definitely lacks the flexibility people need from a online engine. :(
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#31 coollog

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Posted 22 July 2010 - 01:41 AM

Does this support UDP and uploading/downloading/sharing files between players? If so, I could really use this engine. The only other feature I could ask for aside from those is determining whether players are in the same room as you or not and creating/destroying them as necessary.

If you haven't, do you think you can implement these basic features?

It's a good engine for basic TCP connection from what I've seen so far, but, without those features, it definitely lacks the flexibility people need from a online engine. :(


lol no, there was no need for a p2p system for this online engine, and for the determining whether players blah blah blah, u just do that by a variable roomIAmIn = blahroom, etc

but i could make a separate p2p engine for u and gmc if u want

ps i think ur signature is way over the limit suggest u change that before u get caught

Edited by coollog, 22 July 2010 - 01:42 AM.

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#32 Ace

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Posted 22 July 2010 - 03:19 AM

lol no, there was no need for a p2p system for this online engine, and for the determining whether players blah blah blah, u just do that by a variable roomIAmIn = blahroom, etc

but i could make a separate p2p engine for u and gmc if u want


Yeah, a p2p engine would be awesome. You should definitely do that. Just make it compatible with this engine and it would rock. :)

The only thing I suggest with the current engine though is adding UDP support. TCP is waaay too slow for speedy data transfer, which I would definitely need. A good game relies on both for different purposes.
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#33 Conker5340

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Posted 05 September 2010 - 05:51 AM

Can you release a scandux engine? But remove the scandux stuff?
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#34 coollog

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Posted 05 September 2010 - 02:29 PM

Can you release a scandux engine? But remove the scandux stuff?


Well, if u mean the online part, it was just a slight edit of the -0n1in3- engine
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#35 Conker5340

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Posted 06 September 2010 - 05:03 AM

-0n1in3- engine.. Anyone have a mirror download for it?
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#36 coollog

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Posted 06 September 2010 - 08:33 PM

-0n1in3- engine.. Anyone have a mirror download for it?


http://gmc.yoyogames...howtopic=263183
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