Coop multiplayer support? #7
Comments
|
whew boy that's it's own odyssey. I can kind of point to where things need to be fixed, but I ran out of energy to focus on them.
To really get this codebase back to network play; we'd have to get clientside prediction to work for player cameras, and be able to sync CSQC entity copies to their SSQC counterparts. For me, this was a lot of work, but it's not "impossibly hard". |
|
Another random note: Co-Op / PvP was originally a design goal, and there's still some code that functions for this:
Another fatal showstopper bug though is that AI movement is not predicted clientside and apparently has a tendency to chug the server. If network play were to be implemented, the AI would need a semi-complete rewrite of its movement code to ignore engine builtins of walkmove() and movetogoal(). |
|
Ok, thanks for the details. I guess we can keep this open to track possible progress towards this "not impossible" goal in the future :) |
|
Agreed, maybe if we can get a build of the game ported over to FTEQW - I've heard that networking in that world is more robust and easier to wrangle. |
|
no joke, an idle conversation and some testing has lead to an idea to try for networking. |
|
Yup been down this hole the entire time; lag-compensator branch is probably going to be a fairly massive upgrade to the game, just a warning. |
|
Keep us posted, sounds like it will improve the game a lot :) |
|
Still on-track to finishing up the network branch. The last remaining gubbins are:
after this there's still the UIX work to be completed but I can merge the network changes to the main branch and work from there. |
|
Sounds great. Enemy AI is working so that coop missions would be feasible? |
|
From my 2-player tests with a friend, the AI functions more-or-less the same, but they can be a tad network heavy. |
|
wrapping up internal tests this week. The lag-compensation branch seems to mostly work but I'd still say keep the player count under 8. I've been testing with 4 players so far and some latency does seem to build up over time but nothing that stops the show. |
|
Main code changes have been merged, there's refinements to be made but this feature request has been completed! |
|
Super cool. Thanks a lot :) |
In your FAQ it sounds a bit like multiplayer isn't supported due to performance problems with the QC entity system.
But maybe coop multiplayer would still be feasible? A campaign with 2-4 players would probably be really fun.
The text was updated successfully, but these errors were encountered: