Update

Not dead… just really busy. Been doing a lot of network debugging and optimization; I added zlib compression to the network packets, which cut down network bandwidth by about a fourth. I also streamlined a few network issues, added a simple network performance logger, and implemented simple client-side interpolation; everything moves much smoother now, even if there is a slight delay. It’s basically a fact of life these days in online games; as long as hit detection is still accurate, a small delay is practically unnoticeable.

I’ve been somewhat inspired by Mass Effect 2. :) The fact that you only have two squad members makes things much more manageable, as you can use the Q and E keys to select them, rather than the number keys. I’m definitely stealing this idea; much more ergonomic. And I find myself using my squad members’ special attacks in ME2 much more often then giving them positioning orders; I haven’t had much success with getting them to flank or sneak up behind the enemy. That’s something I’d like to be different in A3P, but currently, the only commands are “move up” and “fall back”. That will change soon.

I need to refine the online experience a bit, mostly by adding leaderboards and an in-game score summary, and also by rewriting the code to allow for dedicated servers. I’ve been thinking about the online experience more and more, and I’m toying with various ideas, including a global sort of on-going tournament, where you fight your way up a certain number of levels to the top. Instead of being eliminated when you lose, maybe you would just lose a level or two. It would be like automatic match-making.

I also just added a new weapon, the pistol. Okay, it’s sort of a pistol. It fits best into the “pistol” category. Basically, it shoots like a handgun in Counter Strike for example, but it shoots these big darts that, if you line everything up, can pin someone against the wall until they die. Note that I added a new model for the chaingun; the old chaingun model is now used for the pistol. Just in case anyone gets confused.

In other news, the Panda3D maintainers (mainly rdb) are looking into some issues with ODE on Ubuntu. Hopefully once those clear up, and I fix the gimmicky mouse control problems, A3P will be available in an easy-to-install .deb package for Ubuntu. Keep an eye out for it.

Last but not least, the lobby server is finally up and running, although lighttpd seems to need restarted every few hours to keep it working. Not sure what that’s all about.

About

Forgiven sinner, indie game dev. I like running and reading, but not at the same time.

Posted in A3P
10 comments on “Update
  1. qubodup says:

    I just tried to run a3p on Arch Linux 64bit using Panda 1.7.. Is that supposed to work?

    I got:

    $ python main.py
    Known pipe types:
    glxGraphicsPipe
    (all display modules loaded.)
    ERROR: exceptHook – Unhandled exception.
    Traceback (most recent call last):
    File “main.py”, line 94, in
    engine.init(showFrameRate = False, logFile = logFilename)
    File “/home/qubodup/A3P/src/engine.py”, line 174, in init
    entities.init()
    File “/home/qubodup/A3P/src/entities.py”, line 23, in init
    ParticleGroup.init()
    File “/home/qubodup/A3P/src/entities.py”, line 668, in init
    ParticleGroup.generator.setPlateSize(3)
    AttributeError: ‘libpanda.MeshDrawer’ object has no attribute ‘setPlateSize’

    • et1337 says:

      Yeah, there are a few problems with A3P on Linux for the time being. The issue you encountered has been fixed, but there’s also a problem with ODE crashing, which is a known issue with Panda3D 1.7 on Linux. The good people over at Panda3D are checking in to it.

      As soon as that’s resolved, we’ll have an A3P Debian package available in the repositories. Then if it takes off we’ll start branching out to other distros, and Macs. :)

      • qubodup says:

        I’m sorry, I should have checked whether there is a svn version :) SVN works fine.

        Hm. My linux distro has no panda3dbrowserplugin so I’ll have to wait though :)

      • qubodup says:

        PS: I tried the tutorial, but mouse movement was totally hacky, it would jump back in forth but in the end turn somehow… if this is not clear, I’ll record a vid :D

      • et1337 says:

        Really, it worked? Hm. ODE still crashes on my Ubuntu install. But yeah, I’ve encountered that mouse bug before. To my knowledge, that’s the last problem to conquer before the game’s Linux-ready.

  2. qubodup says:

    I forgot to mark the [x] notify me of follow ups…

  3. Sindwiller says:

    A propos refining the online experience, what’s the deal with the lobby server, actually? Let alone that it’s hard to find the link to create an account for it, but I’m also unable to log in for some reason. I suppose it’s down? :)

    • et1337 says:

      About the create account button: I know, I’m working on it. But you were able to create an account, and still couldn’t log in? Interesting. The account page is hosted on the same server. Did it say “login failed” right away, or did it take a while?

      • Sindwiller says:

        It instantly says “login failed”. There is a slim chance that I typed in a wrong password when I registered… it’s very unlikely though.

  4. et1337 says:

    Sindwiller :

    It instantly says “login failed”. There is a slim chance that I typed in a wrong password when I registered… it’s very unlikely though.

    If it fails instantly, that means the server responded, and actively rejected the login. A long timeout means the server’s down. Try it again :)

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et1337


Evan Todd. Christ follower and indie game developer. Running, music, programming, games, art.

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