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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: NETWORK CONTROLLED AI MODE
Duh102 wrote: See, this is exactly what people have been whining about for ages. YOU CAN DO THAT NOW, AND IT IS EXTREMELY LAGGY. I just reviewed the thread about it, and a tester said he got 1-2 fps. The only feasible method of realtime online play nowadays is to have graphics, sound, and controls handled by the client, and send position and/or control data over the internet. This would not work with Cortex because of the sheer amount of position data and problems with control lagtime. Physics calculations might be deterministic, but if control codes are not sent instantaneously they will not come in time to keep the two physics engines in sync. Thus, the only feasible method of online play for Cortex would be to have two separate "games" going on, with the AI summoned by either player. unless you do streaming video of the game only running on one machine, with the controls set up like a remote PC.
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Wed May 20, 2009 12:43 am |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: NETWORK CONTROLLED AI MODE
My goodness man, did you even read the post you quoted? He mentioned that. You're just being redundant.
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Wed May 20, 2009 12:49 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: NETWORK CONTROLLED AI MODE
the reason i posted this is it's in a section that would sensibly suggest it would allow control in the exact way everyone else can see it happening through lua: by sending ACTIONS to the controlled actor. its like the "AI" mode that sends the little bastards controls according to your computer thinking its a good idea with the logic data's given it, and the "PLAYER" mode that sends them controls based on what youre mashing on your keyboard, mouse or gamepad, and the "DISABLED" mode that sends them no actions. it makes sense that this could lead to some kind of multiplayer, or at least network controlled players. i severely doubt it's about networking the AI together. go read the page its on and then come back to hypothesise/shut me down/whatever.
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Wed May 20, 2009 1:28 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: NETWORK CONTROLLED AI MODE
I sent OnLive a letter about this. We'll see.
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Wed May 20, 2009 6:04 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: NETWORK CONTROLLED AI MODE
Apparently OnLive doesn't even work. Well, I've read more trusted websites saying it doesn't than that it does anyway, but I might reserve my opinion until it is actually released.
But seriously, as I already said this has nothing to do with online play. And starting another discussion of online play is totally pointless because we already know how it will end.
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Wed May 20, 2009 7:56 am |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: NETWORK CONTROLLED AI MODE
After seeing the code in that first port, it got me thinking... is it possible to watch AI vs. AI matches in Cortex Command in any way, shape or form? If not, does Data have any plans to include such a mode?
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Thu May 21, 2009 3:44 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: NETWORK CONTROLLED AI MODE
So far, not that I know of. You might be able to do it with Lua, setting AI walk-to waypoints.
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Thu May 21, 2009 4:12 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: NETWORK CONTROLLED AI MODE
It would be possible to set up a mode where all the AI are on brainhunt and the player can't switch away from his brain.
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Thu May 21, 2009 4:15 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: NETWORK CONTROLLED AI MODE
What about Clonk Rage? There's not much lag at all in that, and it has multiplayer!
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Thu May 21, 2009 1:30 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: NETWORK CONTROLLED AI MODE
And its physics are FAR more limited than the ones in this game. So I don't really see what it has to do with this game.
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Thu May 21, 2009 1:44 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: NETWORK CONTROLLED AI MODE
metal chao wrote: And its physics are FAR more limited than the ones in this game. So I don't really see what it has to do with this game. Fine
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Thu May 21, 2009 1:49 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: NETWORK CONTROLLED AI MODE
Maybe a Tetris-style mode would work?
i.e. player on one computer kills a dummy, a dummy spawns on another player's CC, and so on. Only required data is kills.
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Sun May 31, 2009 11:54 am |
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nelix
Joined: Sun May 31, 2009 12:12 pm Posts: 1
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Re: NETWORK CONTROLLED AI MODE
I am messing around with TightVNC/RealVNC and Autohotkey to remap keys for the other player... Works great on 1gbit lan. Works great (in stunning black and white) over the internet (turn OFF automatic scaling or it will send you insane).
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Sun May 31, 2009 12:40 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: NETWORK CONTROLLED AI MODE
I tested this mode my self.
It actually does a better job of disabling than CIM_DISABLED.
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Sun May 31, 2009 5:56 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: NETWORK CONTROLLED AI MODE
which could be because it isnt receiving any input from the network. also, everyone ♥♥♥♥♥es about "OMG SO MUCH FYSIKS LOL", but, just putting this out there, why the ♥♥♥♥ would you have to send the physics sim at all? do you think any other well made game ever actually sends physics data over the internet? what this (much like a simmilar .lua file) allows is the actions of players to be sent. hooray, so we're actually just sending one of at most 42 actions to each other, and thats it. wooooo. off to get the irc scene and see if we can work with that.
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Mon Jun 01, 2009 4:26 am |
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