Technically, it's already been a few weeks hasn't it? Hehe.
I'm sorry I don't have the time I would like to pump into coding,
but after Cold Response I probably will have.
What I am doing is keeping a small notebook on my body where
whenever I have the time or get an idea for an...
Technically the only reason progress was so fast was because I had several hours per day free to code,
but things like this week where we've had a Live Fire Exercise(LFX) mean I am literally 24 hours a day
out in the field, so no time for coding.
In preparation for Cold Response 2016 we're...
The obvious eludes me. :oops:
I'm building the server interface with functions atm,
basically trying to use every method and property of the classes
in question so I can minimize the time spent learning
and maximize the time spent actually making something.
This is gonna take quite some...
So for the channels I've added command support now.
/info gives you channelname, channelid and amount of clients in channel
/list gives you a list of names of clients in channel
/who name only returns name atm, but once I hook it up to my Player script on the main project
I think I'll make it...
Code here
Okay, so the easiest to understand and cleanest first:
Protocol
http://ideone.com/yUBGNk
One step up in difficulty:
Channel
http://ideone.com/asMnaf
Another step up:
Client
http://ideone.com/ZN1KOI
Final step:
Server
http://ideone.com/0yh5c2
This is as simple as I could...
First test was a complete success.
Just compiled a build with a different client name for a roommate(made a duplicate of my chatclient called gameChatClient which has significantly less options(you can't input name, server port, etc this all has to be set for the player in code).(I gave him a...
Guys I don't mean to cause any tension here, so please don't think badly of the dev team.
He is right, this is "on Unity after all".(as I have mentioned earlier, with Unity you pretty much only code on top of the engine that is already in place, but then again the UnityEngine has a solid amount...
Progress!
I've only had small amounts of time so I've only been able to do small implementations here and there.
Separated the chat Server and Client.(Client no longer has any authority, and can't even create channels).
Server: https://gyazo.com/a18ae5ee64d0d99a90daca873cca3714
Client...
Well on the bright side my frustration apparently turned into a networkserversimple chat server haha. I'll split it so one program builds the server and the others are clients, right now they are on the same build.
Server is running in the background there...
Servers are always authorative in Unity now. Problem is that when hosting a listenserver, the host is also the server thus his client is also authorative in the sense that he can run native server commands without explicit authority.
This slows down the debugging process, and even more so when I...
I've looked over some documentation and examples, and I'm confident that one could ping a masterserver for a reference to all hosted listenservers, and show them in a list on a scoreboard, which would give a result much like the one you described, Thothie.
Host migration is integrated into...
Yeah, but that was before I actually knew anything at all about programming.
I am currently on a 5 year old laptop with only an integrated intel graphics card,
so I get horrid fps so I'm not really sure I could even run source haha.
It's just at this point I'm not really sure how using source...
Don't judge me for the ugly placeholder materials I'm using,
the icons were made in paint using screens of the weapon models
with a laptop mouse haha.
Item editor overview:
https://gyazo.com/647a43b22a8cd1c0ee7b15072b051419
https://gyazo.com/4f3ebf1e1a285448308a1305d848a595...
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