Flatline: Difference between revisions

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{|align=right border=1 cellspacing=0
{{fmbox
|http://gumby.oni2.net/Flatline/flatline.png
  | text = This project is no longer under development.
  }}
 
{|style="float:right" border=1 cellspacing=0
|[[Image:Flatline logo.png]]
{|cellspacing=3
{|cellspacing=3
!colspan="2"|The Development Team
!colspan="2"|The Development Team
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| ||align="right" |[[User:Neo|Neo]]
| ||align="right" |[[User:Neo|Neo]]
|-
|-
|align="center" | [[/Dev Diary|Dev Diary]] ||align="left" | [[/Offsets|Offsets]]
|}
|}
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The Flatline Project is the most recent attempt at Multiplayer for Oni. It will combine the knowledge gleaned from projects such as [[OniPlayer]] and Neo's engine hacking with new techniques of controlling AI characters to create the first working Multiplayer since the early days of Oni's development.
The Flatline Project was the second fan-made attempt at Multiplayer for Oni. It combined the knowledge gleaned from projects such as [http://oniplayer.oni2.net/ OniPlayer] and Neo's engine hacking with new techniques of controlling AI characters to create the first working Multiplayer since the early days of Oni's development.


'''Status:'''
'''Status:'''
Integrating network code into Oni. Progress is great. :)
Development is halted.


==Packets==
==Packets==
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===Structure===
===Structure===
  typedef struct {
  typedef struct {
char id;
  char id;
int  packet_index;
  int  packet_index;
char data[1080];
  char data[1080];
  } flatline_packet;
  } flatline_packet;
*id is an identifier the specific type of packet being sent (message, character sync, initial connection, etc...)
*id is an identifier the specific type of packet being sent (message, character sync, initial connection, etc...)
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==Lag Compensation==
==Lag Compensation==
Quick and dirty lag compensation might come from "fast-forwarding" a frame for every 17 ms of lag or so. ( 17ms = 1 frame...damn that's short :( ) Compensating for rotation\movement differences will be a bit harder, and require a bit more calculation.
Quick and dirty lag compensation might come from "fast-forwarding" a frame for every 17 ms of lag or so. ( 17ms = 1 frame...damn that's short :( ) Compensating for rotation\movement differences will be a bit harder, and require a bit more calculation.
[[Category:All AE mods]][[Category:Unfinished AE mods]]
 
[[Category:Modding projects]]