Tuesday 3 February 2015

Multiplayer Mayhem

Today we tested the first EIGHT player multiplayer mode session with a map I created specially for the occasion, and aside from two issues relating to the dreaded 'guaranteed packet' effect, the whole experience was pretty cool, with players jet packing all over the sky, shooting fellow players in the midst of serious network testing and generally having a good old time in the level I affectionately entitled 'Holy Shotgun'.


In addition to testing the latest multiplayer code from Ravey, which was the fruit of a coding stint that kept him awake until 5AM, I also tested about ten fixes I made during my own late night session, all of which did not reduce the stability of the 'almost final build' except for a missing texture which was an easy tweak to the installer, and despite changing just one file, I still tested the whole software again, button by button, feature by feature, and I saw that it was good.

9 comments:

  1. We'll have to see about doing some sort of community competition sometime (once everything is up and working); perhaps something ranked?

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  2. And He saw that it was good. When can we get our hands on the next release?

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  3. Great news Lee,you boys are working hard for us.

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  4. Lee have you looked into the Reflections/Water error on the slider ?
    if you make a pit full of water and remove it all via the slider you just lock up if you run in the pit ?

    Just asking as I haven't seen this mentioned anywhere but no doubt steam users will find it ...

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  5. Did anyone else notice that Lee's Map looks a bit like a troll face and a question mark?

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  6. Not till you mentioned it but ye I see that :)

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  7. Yes my map started off as a doodle, made during a conf call :)

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  8. I can't even begin to imagine the difficulties involved in integrating multiplayer into FPSC's messy and dated codebase, especially with the bazillions of hardcoded global variables. Must be an absolute nightmare for you guys! Well done on getting this far, though :D

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