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Ignore:
Timestamp:
Apr 12, 2018, 4:10:00 PM (7 years ago)
Author:
varyo
Message:

added 2nd multiplayer test map (Basically Last Team Standing, but all asteroids removed), fixed first one(removed comments in lua file, seemed to have messed with SpawnPoints), added few comments in Gamestate.cc

Location:
code/branches/Masterserver_FS18
Files:
1 added
2 edited

Legend:

Unmodified
Added
Removed
  • code/branches/Masterserver_FS18/data/levels/testMultiplayerLevel.oxw

    r11856 r11858  
    11<LevelInfo
    2  name = "Test Multiplayer level"
    3  description = "A level to test the multiplayer."
     2 name = "00 Test Multiplayer level"
     3 description = "A level to test the multiplayer"
    44 tags = "test"
    55 screenshot = "emptylevel.png"
     
    1212  include("templates/spaceshipEscort.oxt")
    1313  include("templates/spaceshipPirate.oxt")
    14   include("templates/spaceshipH2.oxt")
    1514  include("templates/spaceshipAssff.oxt")
    1615?>
     
    3130    <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/>
    3231
    33 <! Standard Spawnpoints, seems to be necessary in order to start the server, eventhough TeamSpawnPoints should replace these >
    34     <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshippirate />
    35     <SpawnPoint team=1 position="-400,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipassff />
    36 
    37 <! TeamSpawnPoints, probably only works for gametype teamDeathMatch >
    38     <TeamSpawnPoint team=0 position="0,  0,0" direction="1,0,0" spawnclass=SpaceShip pawndesign=spaceshipescort />
    39     <TeamSpawnPoint team=1 position="2000,  0,0" direction="-1,0,0" spawnclass=SpaceShip pawndesign=spaceshippirate />
    40 
     32    <SpawnPoint team=0 position="-200,0,0" lookat="0,0,0" spawnclass=SpaceShip pawndesign=spaceshipescort />
    4133   
    4234  </Scene>
  • code/branches/Masterserver_FS18/src/libraries/network/packet/Gamestate.cc

    r11083 r11858  
    102102}
    103103
    104 
     104//AV: This takes all synchronisables and packs it in a GameState, to be sent over the network
    105105bool Gamestate::collectData(int id, uint8_t mode)
    106106{
     
    173173}
    174174
    175 
     175//AV: This takes the Gamestate received from the network and "unpacks" it back to a list of Objects/Synchronisables, thus updating the data
    176176bool Gamestate::spreadData(uint8_t mode)
    177177{
     
    276276}
    277277
    278 
     278//AV: This function takes the Gamestate and compresses it for transmission over the network
    279279bool Gamestate::compressData()
    280280{
     
    313313}
    314314
    315 
     315//AV: This function takes the compressed Gamestate received from the network and decompresses it for further unpacking
    316316bool Gamestate::decompressData()
    317317{
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