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Author Topic: Online Spelunky Coop Mod  (Read 13428 times)
Bae
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« Reply #90 on: August 15, 2010, 02:30:13 PM »

It's a grim outlook at the moment, I blame giving up too easily. If anyone had posted their source code for their co-op mods when they hit a huge wall then other talented users could have found workarounds for the problems that the original coder didn't see, it's a case of one-man-army syndrome.
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Patrick
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« Reply #91 on: August 16, 2010, 03:36:01 AM »

It's a grim outlook at the moment, I blame giving up too easily. If anyone had posted their source code for their co-op mods when they hit a huge wall then other talented users could have found workarounds for the problems that the original coder didn't see, it's a case of one-man-army syndrome.
Er, no, Twitch got the help of Kinnik, and took bits of advice from people in this thread, before deciding that it was too much work.

Would anyone who wants to do this themselves, please raise their hand?
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kinnik
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« Reply #92 on: August 16, 2010, 04:12:23 PM »

I agree with Bae! Not about giving up too quickly... It's a damn tuff mod to make. But with the fact that none of the multiplayer  modders released their code (their is probably a dozen posts of me complaining about the lack of source in this community  Tongue )  

If Twitch will post the code, I'll look it over and try to come up with a solution to whatever was stuck on.. *hand up*  Buutt... I want to see the code made available to everyone.  Smiley    
« Last Edit: August 16, 2010, 06:51:42 PM by kinnik » Logged
Thespis
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« Reply #93 on: August 16, 2010, 05:56:00 PM »

Okay, I finally registered because I couldn't stand borrowing info without contributing some too. I think I can make a multiplayer version of Spelunky, however I have a very basic, very sad problem that I feel noobish even asking about. I've downloaded the 39DLL packet, and I can get all of its multiplayer functions to work on a single computer screen perfectly, however when I try to implement any client-server connection with other computers on my WLAN I can't seem to connect. I have my firewall off, and I've tried using my global IP (same on both comps thanks to router, didn't expect that to work), 127.0.0.1, my Hamachi address, and a local IP. I know I'm overlooking something obvious and stupid, and I wouldn't ask except that I can't really test and changes I've made to Spelunky unless I have the 39DLL working properly, right? Anyhow, my hand is up for helping out, and I am competent enough at coding. If someone helps me with my connectivity issue I will get this done.

Oh, and just to give more details, I can browse all of the computers I have in the house through Hamachi, so I assumed that I could host and connect through all of them, however I don't know if there are any conflicts with using 39DLL with Hamachi. I'm even watching them ping to make sure I'm not crazy. I'll release what I have so far tonight.
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kinnik
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« Reply #94 on: August 16, 2010, 06:50:31 PM »

Hi!  Welcome to our community!

Sorry, I can't help you with the techy networking stuff.  I do have a copy of the one computer multiplayer code (i helped work on it for awhile) that I'm sure you can look at, as the "owner" hasn't been around in quite some time...

Have you looked much at the vanilla source?  Everyone who has tried to do MP has come across the problem that oPlayer1 is hard coded into almost every element of the game... So trying to change to two players would very likely require rewriting ALOT of code (then the inevitable bugs that will ensue) .

I'm totally down with helping you any way I can! I've been wanting a MP for along time now...  Please feel free to ask me questions about anything, or ask for help with changing code / searching for code.. ect..  Do you have some ideas on how you think it would be best to work it?  Do you wanna look at the single comp MP code?

CHEERS! Kin

EDIT:  I know squat about networking but.. just a thought,  have you tried static ip addresses?  Also, you'd likely get more help with the IT by posting on the GM forums...
« Last Edit: August 16, 2010, 06:55:54 PM by kinnik » Logged
Thespis
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« Reply #95 on: August 16, 2010, 08:58:10 PM »

As far as networking goes, I can't help but feel it is in the way I have the 39DLL set up. It's my job to network computers in my office, and I do it well (If I may say so myself). I'm going to work on that more.

My source is simply for now, starting as basically as I can, aside from simply releasing the vanilla source, so here is step one: Importing the 39DLL resources and creating a player2 object. Also, I have some of the IP settings for 39DLL configured for my hamachi adapter. Simple, but a step in the right direction. Updates tomorrow.

And, the attachment is too large. I guess I'll use gdocs, because I hate upload sites.
Here it is:
http://docs.google.com/leaf?id=0BwusbxKg2FH-ZjFiNWVhNzItZjhiNy00NzQ1LWIyZjctZWQ0Yjc1NzdlYWVl&hl=en
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Bae
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« Reply #96 on: August 16, 2010, 09:06:30 PM »

I like you, you ran into a problem and openly asked for help with the source attached, that's enough to save a mod.

A lot of upload sites leave a bad taste in my mouth too, I like Mediafire though because its pretty simple without all those crappy wait times and stuff/random blotter
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Patrick
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« Reply #97 on: August 17, 2010, 12:59:20 AM »

Who wants the multiplayer version so far?

http://www.mediafire.com/?7vpm6n876t645io
http://www.mediafire.com/?urkdu07feuzx7bl

Twitch and I played over hamachi, so yeah, that works.
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kinnik
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« Reply #98 on: August 17, 2010, 05:02:20 AM »

STOKED! how working is it?

I will be playing this tomorrow!    Grin Grin Grin
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Patrick
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« Reply #99 on: August 17, 2010, 05:16:32 AM »

How working?

Well, you can play the same level, and see each other. That's pretty much it.
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Thespis
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« Reply #100 on: August 17, 2010, 10:32:46 AM »

aww nuts... I was just about to update. I have a really cool (at least I think it is) Config for hosting, and I was justr starting on synching the two players. Here is my source, I'm going to try to work my way through it anyhow. Maybe we can both improve with each opther's help? (Or maybe I can learn a lot from you guys and be very very grateful.)

So I figured out I shouldn't manually configure arguements in the 39DLL (or at leats I don't think I should) and then decided to use that other connector we all rag on so much. I know, I'm lame, but it works as far as I can tell without synching the players up. Here's the link for mine so far:

https://docs.google.com/leaf?id=0BwusbxKg2FH-ZDc5NzNiNGMtNzVhNy00M2RlLWI5ZTMtNjY4YzUyNzkzNjNh&hl=en

Just run Multi.exe twice, one hosting and one joining. You can see progress, its close.

Edit: Patrick, your multiplayer is great as far as I have played, but that hasn't been much because I can't get anyone to play with me. Any chance I could join your Hamachi network to play around a bit?
« Last Edit: August 17, 2010, 01:18:49 PM by Thespis » Logged
Thespis
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« Reply #101 on: August 17, 2010, 09:03:03 PM »

Ok, after playing Tweak/Patrick's version, noted a few things:
Level's are synced, and you can see the other player, but the enemies, gold, and various other objects are not synced. Other than that, and an occasional issue with players holding items, It works brilliantly. Also figured out my network configuration problem, and after testing my version I can see that I need to sync the two instances together. Here's my question:
Will it be easier to run two synchronized instances of Spelunky, or one instance with a second player connected to a host instance? I think Tweak's version is the former, and I'm going to try the latter. That way, the most complicated it gets is connecting a player and making sure they can interact inside the instance created by the host.

Any ideas? I haven't made any progress today, busy with school and whatnot, first week back.
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Twitch
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« Reply #102 on: August 18, 2010, 03:26:25 AM »

Have you looked much at the vanilla source?  Everyone who has tried to do MP has come across the problem that oPlayer1 is hard coded into almost every element of the game... So trying to change to two players would very likely require rewriting ALOT of code (then the inevitable bugs that will ensue) .

And that is precisely the reason why it was too hard to implement item streaming from player to player. This right here is the reason I don't want to try and continue, since it would need almost a full re-write of the game.
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kinnik
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« Reply #103 on: August 18, 2010, 03:34:42 PM »

Do you think it might be posible to write a function that picks and addreases the proper oCharacter / oPlayer? parhaps make multiple instances of oPlayer1 instead of a seperate oPlayer2 object... Then use the find replace to find EVERY mention of "oPlayer1" and replace it with the selector function.   Huh?
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Twitch
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« Reply #104 on: August 19, 2010, 04:24:41 AM »

Do you think it might be posible to write a function that picks and addreases the proper oCharacter / oPlayer? parhaps make multiple instances of oPlayer1 instead of a seperate oPlayer2 object... Then use the find replace to find EVERY mention of "oPlayer1" and replace it with the selector function.   Huh?

Tried that, but alas no. All the functions in the game basically refer to oPlayer1 and so do all the objects, just trying to get the whip working was hell since he uses 3 or 4 objects for the whip and whatnot.
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