Allegiance 2

Allegiance discussion not belonging in another forum.
Wasp
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Joined: Sun Aug 17, 2003 7:00 am

Post by Wasp »

Senor NoirSol wrote:QUOTE (Senor NoirSol @ Oct 1 2016, 04:06 AM) Alaskan, i must say i am suprised, that you did not troll in the first post.
I think he did and you missed it. Do you really believe he wants to discuss this again? and again? and again? :lol:
MagisterXF94
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Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »

I dont, and i dont care i have better things to do than counter troll :iluv:
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Papsmear
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Location: Toronto, Canada

Post by Papsmear »

What makes you think we're done playing Allegiance I?
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lexaal
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Post by lexaal »

I don't think that "good network code" is a huge problem since allegiance isn't really complex. Probably 30 bullets and two 3d objects per player are required which is like nothing these days... e.g. in comparison with e.g. starcraft or PA.
Remember that allegiance was built to prototype and develop the direct X networking code during a time when modems where cool. Today you get that level of networking included in your engine.
(I'm toying with unity right now.)
I have a johnson photo in my profile since 2010.
ThePhantom032
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Location: Germany

Post by ThePhantom032 »

lexaal wrote:QUOTE (lexaal @ Oct 1 2016, 05:38 PM) I don't think that "good network code" is a huge problem since allegiance isn't really complex. Probably 30 bullets and two 3d objects per player are required which is like nothing these days... e.g. in comparison with e.g. starcraft or PA.
Remember that allegiance was built to prototype and develop the direct X networking code during a time when modems where cool. Today you get that level of networking included in your engine.
(I'm toying with unity right now.)
Its easy to do in the way alleg does it - but then you get lagjumps, and if your ping is >200 you can jump so much you get to be unhittable. Then there are the OTHER various ways bad approaches can be exploited...

Doing it right is indeed complex, as ships don't move like people in "normal" fps games, its a physics simulation; yet we still have the thing where even 100ms can make quite a difference thanks to strength of sidethrusters compared to shipsize.
Main issue is that most examples of how to do it right do either physics sim (but don't take the rapid adjustments we need into account, which leads to jumps) OR rapid adjustments character sync with the required prediction/interpolation/extrapolation etc, which doesn't work with a physics sim at all. And of course examples of both are incompatible.

Compared to that, the remaining code of alleg really is simple (I could probably do a basic version within a month by myself in my spare time if i know the engine used already and had working network for ships), so the next big problem would 'just' be getting good models and textures.
I've tried the networking with unity myself a while ago and couldn't get it to work in a way better than current alleg. Currently looking into unreal engine 4, but it seems networking needs to be manually implemented there too, the default stuff doesn't work like we want it to. So it seems we need to do the whole interpolating, extrapolating, predicting, correcting, updating and collision handling stuff manually. Which is a lot of work, especially if you're new to the engine you try to do it with and/or haven't actually done networking stuff before. Last I heard (ca 2 weeks ago) someone who knows their @#(! was working on it for unreal, but I haven't heard anything from them since. Maybe the code came alive and ate them :ninja:

But hey, if you manage to get the network working feel free to share - there's still some groups trying once in a while on the side to get started, some also with interesting ideas for new features/gameplay ideas, and this is THE problem stopping them. Can't be that hard. :P
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
TheAlaskan
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Joined: Tue Apr 03, 2007 2:15 am
Location: Denver, CO

Post by TheAlaskan »

This is all very good. One thing I just don't get is why nobody outside of Allegiance ever independently thought of a similar game and invested the money. Just makes no sense.
TheAlaskan
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Post by TheAlaskan »

Also, I don't appreciate blacksun tampering with my first post. That makes even less sense.
TheAlaskan
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Post by TheAlaskan »

Oh, I see - you edited the topic description. I guess whenever someone posts something moderators can just edit to misrepresent someone. Fun.
Terran
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Location: Ottawa

Post by Terran »

TheAlaskan wrote:QUOTE (TheAlaskan @ Oct 1 2016, 02:48 PM) Also, I don't appreciate blacksun tampering with my first post. That makes even less sense.
this is why china can't have nice things. meddling from officials in private matters and media propaganda/censorship. it's gonna be the downfall of allegiance too.
JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ Jun 30 2013, 11:32 PM) "Bavarian Sausage Anti-Ketchup Soap"[*]
MagisterXF94
Posts: 1935
Joined: Fri Aug 23, 2013 9:46 am
Location: Trieste, Italy

Post by MagisterXF94 »

Am I really to believe that this a serious topic, on a matter that has been discussed a bagillion times?
please...
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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