• Welcome to Twisted DIRT Forums.
 

What can we do to keep interest going in MCM 2?

Started by mcm2boys, October 06, 2005, 12:27:09 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

VMX_Slowpoke2

ya but some people don't have ttm..... it would be nice though....

R.I.P Bob you will always be remembered

ATR_RaTaX2

i know its impossible but more than 8 players in online games wud b soo much fun, ppl have the connections and pcs to handle it nowadays

cR


AUS_Twisted

#83
Quote from: ATR_RaTaX2 on November 03, 2005, 04:16:13 AM
i know its impossible but more than 8 players in online games wud b soo much fun, ppl have the connections and pcs to handle it nowadays

MCM2's netcode wont handle it though, there's enough problems as it is with 8 players even if everyone is on a fast connection. With new multiplayer code it would be great, but with the current code forget about it. MCM2 uses Direct Play, there is better multiplayer code out there then Direct Play. The first thing it would need is a dedicated server  mode, that would be more stable and able to host more players then what we currently have.

PRO_Westy

#84
Quote from: FnF_Phil_80 on November 03, 2005, 03:15:42 AM
Quote from: PRO_Westy on November 02, 2005, 10:55:26 PM
...we all have a shed load of tracks installed and u go on startgate or zone etc, but like always there is the issue of who has what installed...

You know, with the TTM recorder, if you click on "tracks" button, there are some options to get common tracks with people who's connected to the recorder... But, that's about TTM, not TDzone and Startgate. Just an info for you Westy.

Yes Phil knew of that feature with TTM i belive all that does is checks which player is connected to TTM at the time of looking and then it searches the list of tracks currently on the TTM database that the selected player has posted times on.

Or at least i belive thats how that works lol, so sure that is a good idea but of course i was more refering to something "realtime" or as close as can be as with the TTM system a person may of posted on a track like 8 months ago and that track is now uninstalled etc ect on there pc.

Basically it would be something to read the directory of where a persons installed tracks are, say C:mcm2/terraform/nats .. etc Like i said above programs like PRINTFOLDERS do that easy enough and output a txt file to your own pc the clever bit would be so it listed it somewhere ,where all could see. and if that was of course possible then each user could have own login to update there track listing.. EXAMPLE LINKED BELOW

of course i may just be talking as per normal utter rubbish :)

http://www.tusk1969.btinternet.co.uk/TRACKS.txt


ps HI PAUL :)

metal_miracle

i think the way to go is having a litttle plugin that index the track files in a ini file sort of like groups.ini.  like indexed in quarrise,nationla,supercross

make it so that the program reads the install dir in the mcm2 reg file. so you can use the track folder tree static.. and the mcm dir dynamic. and so its just click load or refresh. and so when host select a track the zone scan the it for match..and you get match or nomach on player in room

VMX_SKYmx99

Laurie,

I sent an email to the address in your profile.  Sorry it took so long.   

mcm2boys

I like the track listing idea, once i get this last update of D2 out, i will be putting some finishing touches to the MXU Nats that Jeff has prepared and then i will be moving on to SG. So i hope i can put some of these things into SG sometime soon.

Twisted i'm interested by your comments about DirectPlay, can you explain a bit more - which multiplayer code are you thinking of and why is it better? This isn't a trick question, but i'm using DPlay since it's part of DX and i don't have a lot of time to research other technolgies so a potted history would be good to hear.


Thanks Alex - got it.

Laurie

AUS_Twisted

I'm talking about multiplayer code that is designed specially for certain games. For example Nascar Racing 2003, a good dedicated server can host a huge amount of players for a racing game (42) and that code was designed by Papyrus. The thing about Nascar Racing 2003 is that even if you have a average connection (but stable) the game doesn't have all these lag pauses and other issues like MCM2, I'm sure thats both to do with the game engine and multi code, the amount of problems MCM2 can have when trying to connect 8 players is sometimes a joke, I've noticed similar problems in games that use Direct Play. I'm not sure what version of Direct Play MCM2 uses 6?

From what I've seen multiplayer code designed around certain games works better then just implementing Direct Play into them which is obviously a lot faster and easier to do then designing your own code.

VMX_Slowpoke2

as for the track liostings isn't there a way to take that info off the track manager utility that i have been seeing people use to keep dibs on their tracks?

R.I.P Bob you will always be remembered

mcm2boys

Thanks Twisted, i'll have to take a look into some of these other technologies, do you know if Papyrus have anything released that can be used, i was also going to take a look at GameSpy's multiplayer interface - if i can find a bit of time that is..


Laurie

AUS_Twisted

No I'm afraid not :(, Papyrus split up awhile ago after Nascar Racing 2003 as Sierra there publisher I think actually bought them in the end and didn't extend the Nascar license, now EA has the license.

The main guys from Papyrus started a new name called First Racing, now called iRacing, they bought there Nascar 2003 code from Sierra\Vivendi and are now developing a future sim thats meant to be pay to play online. So I'm sure they will be using the Nascar 2003 Multiplayer code which works so good on a dedicated server as they had been developing it for a long time through the Nascar series.

But the thing was, once First Racing bought the Nascar 2003 code or even before they actually finalised the deal they asked all Mods made by the community who had changed the original physics in the exe file to stop and actually tried to sue several people and threatend to take them to court, this is still going on now with several mods. The way they approached it was not very nice at all and called the mod developers hackers and thieves, so a lot of there long time fans have turned against them now.

But the thing was though, it all started when the GTP Mod was released which had very different physics then the original game and they asked the GTP mod developers to take down the download links and actually gave them a one off license deal and the GTP devs had to take off several things out of the mod and have it rereleased again. This deal was only given to them and no one else.

DirtTwister

I was a First Racing Beta member, but I quit when I saw what they were doing to the mod community.  They never replied to my e-mail when I quit.

I looked at the server and nr2003 exe files and while they use DirectInput they do not use DirectPlay.  They definitely seem to be using their own thing using Winsock.

Bruce

BPh


BoNalls

1. MX Mania style rider cam

2. Ability to have multiple bike models in a mutliplayer game (1 person has the MXU cr250, another has the mxu ktm 125). You would be able to see the different models.

iLLo


VMX_Slowpoke2


R.I.P Bob you will always be remembered

cR

Quote from: BoNalls on November 20, 2005, 11:50:37 PM
1. MX Mania style rider cam

2. Ability to have multiple bike models in a mutliplayer game (1 person has the MXU cr250, another has the mxu ktm 125). You would be able to see the different models.

That would be easy with the packager program... i believe with that you can replace all stock bikes... but you and the others are riding should have the same bikes installed...