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Author Topic: Help test the online spelunky mod!  (Read 4037 times)
Kegluneq
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« Reply #30 on: September 19, 2010, 09:21:55 PM »

The oBow bug is the one you had to gchat me about. The one where the game would randomly get in an error loop about oBow and some other item. (maybe it wasn't oBow, but I know it was two different objects that would go back and forth in some strange bug loop.)
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A wild SHINY MOSSY appeared!
Thespis
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« Reply #31 on: September 20, 2010, 11:24:06 AM »

Hey guys, sorry I slacked off on this. Especially sorry to Kinnik, you're awesome for all the help. I ran into exams and got completely sidetracked, but I'm starting it up again in October. Until then, I'll be gone, but I think I have the opposite problem as Twitch; I am far less capable, and I really want to devote time to it. I'll probably post releases if I can get around to it.
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kinnik
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« Reply #32 on: September 20, 2010, 03:38:05 PM »

Keg:  Oh, yeah.  I blissfully forgot about it for a bit.  Cry  I call it machete/bow...  I don't know if we ever fixed it...  But I feel quite confident that it's due to the player dropping an item but not (for whatever number of reasons...) setting the oPlayer instance variable 'holding' to none.  Then, when the player whips, the attack code checks and find the player IS 'holding' something but that item actually doesn't exists (was destroyed or deactivated), so the item can't have it's own 'type' variable to check if it's a machete or bow...  The best fix would be to make sure the 'holding' variable always gets cleared.  Second best would be to put some code to check if the item 'type' variable exists.

Twitch:  NP Buddy!  If you get the time eventually and want to giver a try, post to this forum thread to contact me.  I check here more than my email ;p.  I'll give you current code and try to best explain what needs doing.
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evaldusia
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« Reply #33 on: May 13, 2011, 12:28:49 PM »

After playing this today I found out that the bug/desync with picking up stuff is because of continuous holding action button, host doesn't register it correctly, if you could disable that feature in whole like you cannot hold action button to continuously attack it would fix it, I think, and yes I know this thread is old but I don't want Spelunky online mod to die yet.

I think it would be good idea to lock camera to host's screen if that is possible thought I'm not exactly sure how hardcodded that is in Spelunky cause this is a singleplayer game imo or maybe one would need to create additional instance to host everything that would have whole map active and spelunky clients would get information from server to their clients only what's happening around them and when they reach another part of the map server sends that information. Well i'm over imaginating things and I think everyone thought about dedicated hosting. That's the end of my two cents.

edit.
About the idea of locking the camera to host, you would need to create another exe and change code so it would lock to the other oPlayer, that's obvious duh, but yea that's the idea, if.. that is possible.
« Last Edit: May 13, 2011, 03:00:07 PM by evaldusia » Logged
evaldusia
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« Reply #34 on: May 13, 2011, 05:13:46 PM »

After playing with the source I think it would be possible to add a check if a player is still holding his button to avoid random jumping/attacking but I did not manage to do it. Pretty bad at editing other people sources even when it's clean and understandable lol.

Well it looks like it was working perfectly in your older version kinnik jumping and action buttons, but some changes made it unstable
« Last Edit: May 13, 2011, 05:54:00 PM by evaldusia » Logged
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