1. tcp

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2. Re: tcp

tcp4u cant support more than 2 users . Thanks anyways .

Ferdinand

----- Original Message -----
From: Jonas Temple <jktemple at yhti.net>
Subject: RE: tcp


>
>
> mwfch at MWEB.CO.ZA wrote:
> > Hi .
> > I need a tcp/ip lib that can support up to 8 players . I`m almost
> > finished with my first game (PS: Thanks for euAllegro Ray). Its a
> > internet mutiplayer game , so without a tcp/ip lib , my game cant exist
> > .
> Ferdinand,
>
> Try tcp4u on the contributions page.  I think it will work for what you
> want to do.
>
> Jonas
>
>
>
>
>

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3. Re: tcp

> Hi .
> I need a tcp/ip lib that can support up to 8 players . I`m almost finished
> with my first game (PS: Thanks for euAllegro Ray). Its a internet mutiplayer game
> , so without a tcp/ip lib , my game cant
> exist . 

> Well , gotta go .
> Later
> Ferdinand

Have a look at Hawke's EUServer, it should be in the archives
somewhere...

Thomas Parslow (PatRat) ICQ #:26359483
Rat Software
http://www.rat-software.com/
Please leave quoted text in place when replying

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4. Re: tcp

> > Hi .
> > I need a tcp/ip lib that can support up to 8 players . I`m almost
finished with my first game (PS: Thanks for euAllegro Ray). Its a internet
mutiplayer game , so without a tcp/ip lib , my game cant
> > exist .
>
> > Well , gotta go .
> > Later
> > Ferdinand

Try EUsock.

Martin

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5. Re: tcp

On 5 Aug 2001, at 13:49, mwfch at MWEB.CO.ZA wrote:

> > 
> tcp4u cant support more than 2 users . Thanks anyways .

It can. I am connected to two servers right now, and near as i can tell, i can
connect to
as many as i want. The catch is they must be on different ports.

Kat
 
> Ferdinand
> 
> ----- Original Message -----
> From: Jonas Temple <jktemple at yhti.net>
> To: EUforum <EUforum at topica.com>
> Sent: Saturday, August 04, 2001 4:44 PM
> Subject: RE: tcp
> 
> 
> >
> >
> > mwfch at MWEB.CO.ZA wrote:
> > > Hi .
> > > I need a tcp/ip lib that can support up to 8 players . I`m almost
> > > finished with my first game (PS: Thanks for euAllegro Ray). Its a
> > > internet mutiplayer game , so without a tcp/ip lib , my game cant exist
> > > .
> > Ferdinand,
> >
> > Try tcp4u on the contributions page.  I think it will work for what you
> > want to do.
> >
> > Jonas
> >
> >
> >
> >
> >
> 
> > 
> > 
> 
>

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6. Re: tcp

On 5 Aug 2001, at 14:32, Thomas Parslow (PatRat) wrote:

> > 
> > Hi .
> > I need a tcp/ip lib that can support up to 8 players . I`m almost finished
> > with my first
> > game (PS: Thanks for euAllegro Ray). Its a internet mutiplayer game , so
> > without a
> > tcp/ip lib , my game cant exist . 
> 
> > Well , gotta go .
> > Later
> > Ferdinand
> 
> Have a look at Hawke's EUServer, it should be in the archives
> somewhere...

Yeas, that one we tested last yr, got speeds up to 1.5megabytes/sec on
localhost. It
worked across the net too, till everyone lost interest. It's also inside the
mirc-eu code i
posted in archives, configured to talk localhost and lock out connections after
the first
authorized contact is achived, so you might want to see how it does that too, so
you
don't have the wrong people connecting.

Kat

> Thomas Parslow (PatRat) ICQ #:26359483
> Rat Software
> http://www.rat-software.com/
> Please leave quoted text in place when replying

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7. Re: tcp

On 5 Aug 2001, at 14:32, Thomas Parslow (PatRat) wrote:

> > 
> > Hi .
> > I need a tcp/ip lib that can support up to 8 players . I`m almost finished
> > with my first
> > game (PS: Thanks for euAllegro Ray). Its a internet mutiplayer game , so
> > without a
> > tcp/ip lib , my game cant exist . 
> 
> > Well , gotta go .
> > Later
> > Ferdinand
> 
> Have a look at Hawke's EUServer, it should be in the archives
> somewhere...

Yeas, that one we tested last yr, got speeds up to 1.5megabytes/sec on
localhost. It
worked across the net too, till everyone lost interest. It's also inside the
mirc-eu code i
posted in archives, configured to talk localhost and lock out connections after
the first
authorized contact is achived, so you might want to see how it does that too, so
you
don't have the wrong people connecting.

Kat

> Thomas Parslow (PatRat) ICQ #:26359483
> Rat Software
> http://www.rat-software.com/
> Please leave quoted text in place when replying

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8. Re: tcp

Hi Ray,
I`m working on a top down deathmatch game . All I want to send to the other
player is simple stuff like his lockation ( {x,y} ) and if he fires and with
whitch gun ( {{x,y}, 4} where x and y is the destination of the bullet and 4
is the 4`th weapon ( like a mp5 ect. )) ect. I saw that when I launch a
server with tcp4u that I could connect many clients but only the first one
would be able to send and recieve data . Actually , no one told me that I
should use euLibnet . Also , when they were talking about game libs , they
didnt say anything about euAllegro . Why ? I think euAllegro is awsome and I
realy like the feture that it supports Mappy maps . Its also good for
playing sounds and music . Kinda think about it , your a good programmer . I
think of you with great respect . You are one of the coders that earned my
respect . `Nuff said , you da man .
Thanks for the help , i`ll be checking out euLibnet now .

Read ya !
Ferdinand

----- Original Message -----
From: Ray Smith <smithr at ix.net.au>
To: EUforum <EUforum at topica.com>
Sent: Monday, August 06, 2001 3:19 AM
Subject: RE: tcp


> >
> Hi Ferdinand,
>
> euTcp4u can handle many concurrent connections but isn't very good
> at accepting new connections when speed is an issue.
>
> Tcp4u is a very good library except for this one issue.
> Im not saying my wrapper is good!!! just that the C library is
> good :)
>
> The problem occurs when the server program accepts a new connection.
> It is a "blocking" call meaning no other communications will occur
> until it times out (min. timeout period = 1 second).  Considering
> that 99% of the time no new connections will be waiting it makes the
> server progrtam very slow.
>
> If your game is like Doom or Quake (I'm showing my age!!) where no
> action takes place until all competitors are connected then there is
> no problem (euTcp4u will work well under these conditions).
> Also if it's a logic based game (ie speed is not a major issue) then
> euTcp4u again will work well.
>
> If you want to make a game where players can come and go (i.e connect
> & re-join) while the game is running (and speed is important) then
> euTcp4u is not a good choice.
>
> Along with the other suggestions people have mentioned you might also
> like to look at my wrapper for Libnet (euLibnet).
> I haven't tested this over the net but can't see why it wouldn't work.
> euLibnet is based on Libnet which is a games based communications
> library. It has a function which checks to see if a new connection
> is waiting without having to actually wait.
> There should also be a demo multi-client / server chat program which
> demonstrates how to a server program can serve multiple clients.
>
> So ... what type of game are you writing?
> (I've been away for the last week working and I don't think I saw any
> details of the game itself!)
>
> Ray Smith
>
>
>
>
>
>
>
> mwfch at MWEB.CO.ZA wrote:
> > tcp4u cant support more than 2 users . Thanks anyways .
> >
> > Ferdinand
> >
> > ----- Original Message -----
> > From: Jonas Temple <jktemple at yhti.net>
> > To: EUforum <EUforum at topica.com>
> > Sent: Saturday, August 04, 2001 4:44 PM
> > Subject: RE: tcp
> >
> >
> > >
> > >
> > > mwfch at MWEB.CO.ZA wrote:
> > > > Hi .
> > > > I need a tcp/ip lib that can support up to 8 players . I`m almost
> > > > finished with my first game (PS: Thanks for euAllegro Ray). Its a
> > > > internet mutiplayer game , so without a tcp/ip lib , my game cant
exist
> > > > .
> > > Ferdinand,
> > >
> > > Try tcp4u on the contributions page.  I think it will work for what
you
> > > want to do.
> > >
> > > Jonas
> > >
> > >
> > >
> > >
> > >
> >
> >
> >
>
>
>
> Ray Smith
> http;//www.geocities.com/ray_223
>
> >
> >
>
>

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