ELMA ONLINE
Moderator: Moporators
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
if you transfer the physics engine data, not only the positions and angles, you will get a "fluid" display, but still a very buggy behavior, because in elma if you release one button for a quarter of second you can get a big difference of movement, while in FPS games you are more predictable in short amounts of time.
a good looking online elma game is possible to make of course, but a patch would not allow some optimisations and other tricks. that's why i say the *patch* would have a crappy display. but, as long as you roughly see where the 2nd player is, and as long as your kuski is perfectly displayed, it's playable and fun. so it's still a very cool project. and i'm still interested in helping anybody who takes the project.
a good looking online elma game is possible to make of course, but a patch would not allow some optimisations and other tricks. that's why i say the *patch* would have a crappy display. but, as long as you roughly see where the 2nd player is, and as long as your kuski is perfectly displayed, it's playable and fun. so it's still a very cool project. and i'm still interested in helping anybody who takes the project.
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
Think about the elma online in another way... A Built in bat
Think about elma online in another way...
A Built in battle mode:
Set battletime, and press start battle....
...Auto send level to all the players...
...wait until all players press "Ready"...
...Start the Battle
Show best time (and the kuski having the time)
Show top 10
Show battle time left
Chat
A Built in battle mode:
Set battletime, and press start battle....
...Auto send level to all the players...
...wait until all players press "Ready"...
...Start the Battle
Show best time (and the kuski having the time)
Show top 10
Show battle time left
Chat
and it will need to check everyone has EXACTLY the same elma.exe to stop cheating
team RATI www.teamrati.tk
If 1.2 will go over beta testing i guess it will be the common version. It would be good if Balazs accept this, but i think it won't happen, so it will be still "unofficial". Dunno what's the reason i write it here, but i'm a n00b so don't kick me.
Thinking is not entertainment but an obligation! - Strugatsky bros
doing online code is not that easy, even if hib could do it, i think lag would ruin it, or at least make it not that good to play at all. I like watching my teammate's ride too when we are playing multi, and if he crashes his head (or it seems so coz lag) then it confuses me i think. But doing a battle server would be nice.
Thinking is not entertainment but an obligation! - Strugatsky bros
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- Donator duck
- Posts: 545
- Joined: 29 Aug 2002, 08:44
- Location: Inger-land
- Contact:
Some thoughts on #across,
<Dickybird> if there is ever an elma online, there should be a "shit" key. Like if you make a bad move, you press it and the word shit comes up on screen. Also should be a "hah, im beating you" key.
<Dickybird> just a thought
<MagnusB> you should be able to bind your own keys
<Dickybird> yea. that would be very cool
<darm> and slap ur opponent during run
<darm> with large trout ofcourse
<Dickybird> yes.
<Dickybird> we're just full of great ideas
<Dickybird> if there is ever an elma online, there should be a "shit" key. Like if you make a bad move, you press it and the word shit comes up on screen. Also should be a "hah, im beating you" key.
<Dickybird> just a thought
<MagnusB> you should be able to bind your own keys
<Dickybird> yea. that would be very cool
<darm> and slap ur opponent during run
<darm> with large trout ofcourse
<Dickybird> yes.
<Dickybird> we're just full of great ideas
Watch the birdy...
everyone would need the same file that controls speed ect. ect. to stop cheating
team RATI www.teamrati.tk
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
Ok, i'm going to make the first step
I'll add the network capabilities in elma.exe thanks to wsock32.dll.
That's a very tiny part of the project, but i know it will motivate the programmers.
About the battle mode: Would be easy to make. An external program would make the server. Actually, if you don't like patching etc. you can make a very good 100% external solution. About the anticheating, just transfer the code sections of elma.exe to the server. But we shouldn't care about that, just wait for the anti-cheat patch.
About the online multiplayer mode: Well if i make the new import table for wsock32.dll, patchers don't have any excuse not to make it
It would look like a normal multiplayer game, but the 2nd player's display would have some lags. Not THAT bad I think the replays shouldn't make valid WRs, but we don't care, do we?
Mila, you said "maybe you *will* be suprised" about the THING. Are you planning to try it? You must remember the FPS of the 2 players cannot be the same. A time shifting between the two players would suck (and flag tag is then impossible).
Anyway, i hope you'll make it the other way That would rule.
I'll add the network capabilities in elma.exe thanks to wsock32.dll.
That's a very tiny part of the project, but i know it will motivate the programmers.
About the battle mode: Would be easy to make. An external program would make the server. Actually, if you don't like patching etc. you can make a very good 100% external solution. About the anticheating, just transfer the code sections of elma.exe to the server. But we shouldn't care about that, just wait for the anti-cheat patch.
About the online multiplayer mode: Well if i make the new import table for wsock32.dll, patchers don't have any excuse not to make it
It would look like a normal multiplayer game, but the 2nd player's display would have some lags. Not THAT bad I think the replays shouldn't make valid WRs, but we don't care, do we?
Mila, you said "maybe you *will* be suprised" about the THING. Are you planning to try it? You must remember the FPS of the 2 players cannot be the same. A time shifting between the two players would suck (and flag tag is then impossible).
Anyway, i hope you'll make it the other way That would rule.
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
Indeed. There's much work, mainly for the reverse engineering.
http://membres.lycos.fr/realathlon/pv/elma12/ Net12.exe
Program in 59000-5CFFF (RVA: 95000-98FFF)
Put your static variables in 5D000-60FFF (RVA: 99000-9CFFF)
wsock32.dll functions (god bless emacs ):
accept, bind, closesocket, connect, gethostbyaddr, gethostbyname, gethostname, getpeername, getsockname, htonl, htons, inet, addr, inet, ntoa, ioctlsocket, listen, ntohl, ntohs, recv, recvfrom, select, send, sendto, setsockopt, shutdown, socket, WSAAsyncGetHostByAddr, WSAAsyncGetHostByName, WSAAsyncGetServByName, WSAAsyncGetServByPort, WSAAsyncSelect, WSACancelAsyncRequest, WSACleanup, WSAGetLastError, WSAStartup,
in alpha order, call d,[00491180] to call d,[00491204] (step = 4, obviously).
-> no excuse!
If you want to program in C++ instead of asm, make a dll. Now you can easily modify the import table, i've left some room after each structure.
http://membres.lycos.fr/realathlon/pv/elma12/ Net12.exe
Program in 59000-5CFFF (RVA: 95000-98FFF)
Put your static variables in 5D000-60FFF (RVA: 99000-9CFFF)
wsock32.dll functions (god bless emacs ):
accept, bind, closesocket, connect, gethostbyaddr, gethostbyname, gethostname, getpeername, getsockname, htonl, htons, inet, addr, inet, ntoa, ioctlsocket, listen, ntohl, ntohs, recv, recvfrom, select, send, sendto, setsockopt, shutdown, socket, WSAAsyncGetHostByAddr, WSAAsyncGetHostByName, WSAAsyncGetServByName, WSAAsyncGetServByPort, WSAAsyncSelect, WSACancelAsyncRequest, WSACleanup, WSAGetLastError, WSAStartup,
in alpha order, call d,[00491180] to call d,[00491204] (step = 4, obviously).
-> no excuse!
If you want to program in C++ instead of asm, make a dll. Now you can easily modify the import table, i've left some room after each structure.
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
I have finally decided to make the online multiplayer patch myself.
I announce it here in case some programmers would decide to do it too.
I have already tried a first version with onla. The lag was huge but that's because it lacked many of the features i've planned for it.
It will take a long time and i'm sometimes very busy, so don't expect something too quickly. I might even give up. But of course in that case, any programmer will be able to make the missing functions. So it should be made anyway, soon or later.
I announce it here in case some programmers would decide to do it too.
I have already tried a first version with onla. The lag was huge but that's because it lacked many of the features i've planned for it.
It will take a long time and i'm sometimes very busy, so don't expect something too quickly. I might even give up. But of course in that case, any programmer will be able to make the missing functions. So it should be made anyway, soon or later.
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
Yes we are! No bugs so far... only maybe the auto save reminder...
sometimes it automaticly starts replaying or it restarts a level before you get a chance to save your replay (although this mostly happens(always?) when you die)
(sorry for posting in wrong topic, but I gotta run of to be in time for a meeting)
sometimes it automaticly starts replaying or it restarts a level before you get a chance to save your replay (although this mostly happens(always?) when you die)
(sorry for posting in wrong topic, but I gotta run of to be in time for a meeting)
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- Le pilote
- Posts: 229
- Joined: 19 May 2002, 23:21
- Location: France
Bartek, if you had seen the last test, you would know that it doesn't suck at all. And you should know that an online version would work perfectly on a LAN (what you're asking for).
About flag tag, it may be possible to make the wheels bounce, but only on the local version, and it would require much work.
About flag tag, it may be possible to make the wheels bounce, but only on the local version, and it would require much work.
I already only use Elma 1.2, I think it is overdue for a release!
It would be good to release it as soon as possible.
And ElMa online is great idea!
It would be good to release it as soon as possible.
And ElMa online is great idea!
--Peace out.
http://www.geocities.com/crimcat45
http://www.geocities.com/crimcat45
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- Kuski
- Posts: 25
- Joined: 2 Nov 2004, 21:00
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ok...its been almost a year and you still havent released even the beta for elma online i've been waiting patiently for a while now. can you please upload it atleast, or give me a link to it if you have already uploaded it? thanks.Hibernatus wrote:Well, if nobody finds bugs, it's finished.
All i have to do is to release it. It's ready on my HD.
It's the same as the beta patch + no need for configuring right/left volts for the alovolt + a nice intro pic.
When should i decide the beta testing is finished?
Are you people playing it intensively?
He's talking about elma1.2 there which is already out in both the beta version and the final version. Still would be nice with this online/lan patch though! milagros haven't you been working on it too?!Captain_Goggles wrote:ok...its been almost a year and you still havent released even the beta for elma online i've been waiting patiently for a while now. can you please upload it atleast, or give me a link to it if you have already uploaded it? thanks.Hibernatus wrote:Well, if nobody finds bugs, it's finished.
All i have to do is to release it. It's ready on my HD.
It's the same as the beta patch + no need for configuring right/left volts for the alovolt + a nice intro pic.
When should i decide the beta testing is finished?
Are you people playing it intensively?
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- Kuski
- Posts: 25
- Joined: 2 Nov 2004, 21:00
- Contact:
but Hibernatus said, "I have finally decided to make the online multiplayer patch myself." over a year ago. It shouldnt take a year to make it.J-sim wrote:He's talking about elma1.2 there which is already out in both the beta version and the final version. Still would be nice with this online/lan patch though! milagros haven't you been working on it too?!Captain_Goggles wrote:ok...its been almost a year and you still havent released even the beta for elma online i've been waiting patiently for a while now. can you please upload it atleast, or give me a link to it if you have already uploaded it? thanks.Hibernatus wrote:Well, if nobody finds bugs, it's finished.
All i have to do is to release it. It's ready on my HD.
It's the same as the beta patch + no need for configuring right/left volts for the alovolt + a nice intro pic.
When should i decide the beta testing is finished?
Are you people playing it intensively?
thats the solution to the lag problem in trackmania:
1) If you have a bad internet connection, you cant see the other ppls positions, but you send and receive the times(so you only connect to send and receive times)
2) If you have better connection but anyway not the best, you send and receive the times normally, but you can see sometimes the other ppl positions
3) If you have a perfect connection, you receive and send positions and times
1) If you have a bad internet connection, you cant see the other ppls positions, but you send and receive the times(so you only connect to send and receive times)
2) If you have better connection but anyway not the best, you send and receive the times normally, but you can see sometimes the other ppl positions
3) If you have a perfect connection, you receive and send positions and times
1999: Discovered accross.
2002: Joined scene.
2003-2010: Made hundreds of quality levels.
2011: Discovered real life.
2002: Joined scene.
2003-2010: Made hundreds of quality levels.
2011: Discovered real life.
- Juski
- Kuski
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