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Messages - Simon

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4066
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: November 07, 2009, 09:28:59 AM »
Yeah, both points hamper the usability. The ways to save a level are very unclear about the file extension and file content that you receive. This is a relict from when L++ could only open its own format. At this time, use Save As, yep.

The buttons that don't allow smaller adjustments than 10 are a case of "program wants to be smarter than the user" again, which is bad. :-D Will fix.

And I want to go through the whole topic sometime again. I know of at least one post by Clam Spammer that I didn't answer properly to...

-- Simon

4067
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: November 04, 2009, 11:23:51 PM »
I was at university before I joined over an hour late <_<; But I got to play some great games as well. Mindless' server does a very fine job. :-)

I've altered builder/platformer logic slightly because I didn't want them to build through some very thin walls. Assigning a skill safely after building/platforming to a wall is more important, however; I will certainly look into this.

Other current bugs are: Space toggles the ready button even when the chat textbox is active, and the server doesn't send the active map to a newly connected client.

-- Simon

4068
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: November 01, 2009, 10:54:49 PM »
Hi,

version 2009-11-01 is up:
Download page

Mindless has set up an L++ server. To connect, enter flux.camanis.net in the IP/hostname box and hit "connect to". We should try out this server in our next session. If it works nicely, I will add a button that always connects to there. :-D

Maybe Wednesday, November 4th at 20:00 UTC is an okay time for the next playtest?

(Note that at this time, the server has just the same functionality as a regular hosting L++ player. There is always a single game open to join, and everyone who's connected must hit "ready" to begin. Things like opening separate rooms sound like very nice additions, but require further restructuring of the netcode.)

minimac:
Yeah, I'm not sure which new skill would tackle the current problems best. Stacker, bomber and roper are all highly situational. The best thing might be to implement several and let the level designer choose, I'll see what I have time for.

geoo:
About L2 styles in L++... this might be something for the next semester break if there is good documentation available, heh.

We could try a skype conference during a networking session if everybody has it available. You said you do, I also do; we could ask around who else does. The best part will be hearing other people rant and shout. :-D

Isu:
Thanks for the great review. Especially that you find the editor usable is awesome to hear. Follow the topic and just drop in when we agree upon a date/time for the next netgame. :-)

-- Simon

4069
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 31, 2009, 07:06:21 PM »
Hi,

I will upload a new testing version tomorrow evening.

Read the changelist

Most important things from that list: Dedicated server application, revamped digger physics, entrance hatch direction selection, and something nice for any singleplayer connoisseur - VGASPEC support thanks to Mindless!

The Stacker and the Bombers are both very nice ideas. Making a skill from scratch takes some time, though. I was planning to implement the Roper some time ago, and I'm done drawing it, however, its physics will be not as simple.

We can already agree upon a time to test the new version if you like. :-) This time should be within the upcoming week.

-- Simon

4070
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 25, 2009, 08:22:17 AM »
Yep, I can host at 20:00 UTC today, Sunday, October 25th. My IP address today is (edit: expired), and everyone's invited.

However, I probably won't be up longer than 21:30, as I have university on the morning after. If someone else wishes to host instead, he's welcome. :-) (Host should have an open port 22934 for UDP.)

A problem with the current version is that the L++ host must attain all the games and cannot leave early. I have begun writing a dedicated server today, i.e. a server program that runs separately from L++, and the players will connect to that program. The goal is that this can be run around the clock on a computer that is always connected to the net, unlike mine. I will not have it done until tonight, though, as it requires some restructuring of the game as well.

-- Simon

PS. I will certainly consider altering the L++ physics if you all see fit. Stopping a digger by digging yourself sounds really good, and it even makes sense because you steal the other digger's earth. There are a lot of similar things in this thread that I still want to comment on.

4071
Help & Guides / Re: Lemmings 2 & 3 Copy protection?
« on: October 23, 2009, 03:53:11 AM »
The retail versions I have of them (PC, Europe) aren't dongleware, no manual or extras needed. I assume it's the same for any PC version.

They are both on CD, and I believe you can even copy these CDs without restrictions. They came out at a time when CD burners weren't widespread.

L2 performs a complete install onto the hard disk and doesn't require an inserted CD to play. L3 writes only the save files onto the hard drive, wants the CD inserted and plays music tracks from it. You can manually copy the whole CD to a folder on the hard disk and install from there if you don't want to have the CD inserted.

-- Simon

4072
Level Design / Re: Here I Go Again!
« on: October 22, 2009, 01:37:26 PM »
Ah, to clarify the Stallman post: I don't mean GuyPerfect gets profit this way. But a lot of the rest applies. Software should be given away to "your neighbor who needs it", i.e. Dullstar or anyone who is going to design levels in the future. (This wasn't said explicitly in the linked article although I thought it was; it's only in the definition of free software.) It'll also drastically reduce the time to find/fix bugs/usability issues. (This was in there.)

I will continue to read about the development here as I've done all the time. So back to the topic, yup.

-- Simon

4073
Level Design / Re: Here I Go Again!
« on: October 22, 2009, 08:52:03 AM »
I would like that when the project enters beta testing, you guys won't have any bugs to report.



RMS is not amused.

-- Simon

4074
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 22, 2009, 08:04:46 AM »
Quote from: Clam Spammer
How do you make a trapdoor drop lemmings to the left?

Lemmings will walk to the left iff all of these apply:
- The level is played in multiplayer,
- there is no horizontal wraparound and
- the trapdoor's lemming entry point is on the right half of the level.

I haven't made a custom directory selector for the hatches, as I've thought that the current system would work. It's not documented yet, however.

Quote from: Clam Spammer
Sometimes it asks me to save the level before exiting, even though I've just saved it. Then when I hit "no" and go back to the menu, the level is blank. I think this happened when I saved it in a lvl file (copied over from Lemmix) instead of a new txt file.

The things are probably still written in the .LVL file, but in L++ format. If you rename the file to .TXT, it will be openend properly again, as the program uses the extension to determine the data format.

I should do something about this, as it is very irritating. Either implement saving LVLs natively, but this will be a problem in case they're played in Lemmix, as I neither read, use nor save steel areas. Or always make sure that trying to overwrite a LVL file always generates a new TXT file. Not relying on the extension is also good, but managing the file folders might become more uncertain for the user who uses Lemmix with the same files.

Quote from: Clam Spammer
Sometimes the terrain pieces seem to "group" together - when I click on a particular one, it selects a whole lot of others as well.

If you're not using the frame-dragging button or its hotkey Shift, then it's a bug, although I haven't seen it before.

Quote from: Clam Spammer
Selection boxes mess up when I drag over a large area on a level with wrapping. They flip over when you get halfway around the level, and cover the other half instead.

I still wonder what the best method is for determining what way the user wants to select things. Do they also wrap around when they fit on a single screen? In that case, it should always go with the rectangle that doesn't go offscreen.

Quote from: Clam Spammer
For consistency with Lemmix, I think it would be better for map sizes and terrain grids to be multiples of 8 (or 16 since everything is doubled here) instead of 10.

Very good thing, I will swap the 5 for the 16. I need the 10 in some cases for my self-drawn objects.

---

Steve:
Thanks, I will add those levels into the next version, so everybody can select them from their folder.

geoo:
Not copying the physics from L1/ONML/... exactly was actually my biggest fear when I thought about presenting my game on these forums in the past. If they're playable and fun, and even feel nice for regulars here - then that's really good. :-)

-- Simon

4075
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 21, 2009, 09:24:47 PM »
Clam Spammer:
Thanks for the detailed review, I will probably come back to that soon!

weirdybeardy:
Try to run the game with the -w command line switch. This starts the game in windowed mode. (How to set a switch: Make a link to lpp.exe, right-click the link, select properties, and append " -w" (without quotes) after the target. Then use the link to run L++.)

If that works, go to the options and enter your desired fullscreen resolution in the corresponding two fields. Then run the game without the -w switch again. If fullscreen doesn't work at all, there's also an option to run the game always in windowed mode, even when not using -w.

-- Simon

4076
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 21, 2009, 01:14:33 AM »
Four chaotic hours of fun with geoo, Clam Spammer, minimac, Peter and Insane Steve. :-)

Video, first part

Video, second part

-- Simon

4077
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 20, 2009, 05:29:40 PM »
All:
I will host today on 20:00 UTC, i.e. in just under 3,5 hours, and everybody's invited. My IP is currently (Edit: not longer the same). I will edit the post if it changes (unlikely). Around that time, open L++, click Network Game, and enter said IP address next to "Connect to".

The toroidal wraparound feature is fun, it integrates so nicely with the game flow and allows very balanced multiplayer maps. I just had to implement this, I study mathematics and specialize in Topology. ;-)

DragonsLover:
Team play is something I've also thought about, as it makes a lot of sense for this game. I will look into a new feature like this when I have a day of free time, and when I'm done fixing some very small things in the current version.

Giga:
A possible cause is to not unpack the files with their directory sructure. Everything but one-two files should be in the subdirectories bitmap/, data/, levels/ and replay/.

I'm thinking about recording the session tonight with Livestream. Edit: I have done that. See my next post for the links to the videos.

-- Simon

4078
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 20, 2009, 02:29:07 AM »
Heh, 7 a.m. isn't the best option either. I'll drop you a PM so we can find out a nice time.

-- Simon

4079
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 20, 2009, 12:44:06 AM »
Insane Steve:
Thanks for the accolade. :-D If you use Lemmix, you just have to make sure that the entrance hatch order in the LVL file is the same as the order of the corresponding exits.

minimac:
Yep, 20:00 UTC should work. If I've got time then, I'll post the IP.

Clam Spammer:
If you use either Jabber or ICQ, just write me anytime and we'll set up a game.

Otherwise, we could agree upon a time via forum posts here or PM. Tomorrow (October 20th) at 20:00 UTC is a time that would fit minimac as well, would that work?

L++ networking mode goes like this: One player is the server (or host), he clicks on "start server" in the L++ networking menu and then waits for other players. Everybody else is a client who is going to connect to the server, these players enter the server's IP address in the networking menu and hit "connect to".

Most computers are behind a NAT router when they access the internet, so they cannot be a server unless the router is configured to forward L++'s traffic to them. I have done this on my router, so I can be the server in a game between us. If you're a client, you do not have to change anything on your router.

-- Simon

4080
Lix Main / Re: L++: Networked multiplayer Lemmings
« on: October 19, 2009, 08:53:30 PM »
Try again looking for me now.

I live in Germany and the university semester has started, so I'd propose something that is in the later evening for me. That should fit for Americans as well. 22:00 UTC maybe, this is 00:00 local time and 23:00 local time after daylight savings are over.

I can host a game then, so there aren't any problems with closed ports. My IP address usually changes once a day. Try to connect with L++ to 79.200.183.66 at exactly 22:00 UTC today, i.e. in under half an hour. :-)

If nobody comes, I will open again at 22:30 and 23:00 UTC. After that I will probably go to bed and we'll try tomorrow.

-- Simon

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