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Also how do you toggle the Lap times overview?
Thanks
Tab is the button for that.
Also how do you toggle the Lap times overview?
Thanks
Night races are fantastic.
Getting better and better this.
Night races are good. If you want a challenge try a night race with the Kart.![]()
1. There will be a Dedicated Server written and compiled in Java which has many benefits such as speed of development, interfacing with other technologies and portability across operating systems. The idea here is that the DS can be hosted by WMD members on public servers and LAN environments.
2. The DS will comprise two internal components which for now we're calling the Game Host (GH) and the Game Manager (GM). The Game Host component will be a fairly dumb packet forwarder, at least to begin with (all game clients will send network packets to the GH and the GH will forward them onto other clients participating in the game). The GM component manages a pool of Game Hosts; the idea being that players can matchmake into an existing game or create a new game (internally the GM will auto-spawn GH's to meet demand, one per thread).
3. As mentioned in #2, the GH will be quite dumb during early MP development. Later we will profile the performance of the games, players, bandwidth and so on in order to determine where intelligence should be added and optimisations implemented.
4. There will be a Matchmaking server hosted SMS-side with which the DSGMs communicates. The Matchmaker will maintain the overall list of games available, directing players looking for games to the various Game Hosts as advertised by DSGMs. In the early days of development, there will probably be no Matchmaker server; members will need to connect manually to Game Hosts either in a LAN environment or to a known server that WMD members create and advertise via the forum and browse the games hosted by that DS.
5. On the game client all multiplayer participants will connect to the DS for their communication but will additionally attempt to make peer to peer connections. Clients will always send network packets to the DS for redistribution via the GH but will also send their vehicle position updates to peers where direct connections are possible (thus reducing ping time). Direct connections are not always possible however (see NAT below).
6. The Matchmaker will be capable of connecting players by various criteria (rank, driver aids, driving quality/incident percentages, preferred car/track, time of day, dry/wet weather etc), and then further down the line the potential exists for organised races (open/fixed setup and so on), series, self-scheduled races, league racing etc. This is a long-term development goal.
7. As mentioned above there are NAT (http://en.wikipedia.org/wiki/Network...ss_translation) difficulties to overcome but in the first instance the DS will require the player to manually open ports on routers in order to allow incoming connections from game client. There will be enough on the forum here to help with that and later we will add some level of NAT punch-through to attempt to overcome these obstacles.
8. There will be numerous debug screens as we develop; you'll be able to see the connection mapping (eg via DS / peer to peer etc), latency, stages of connection and so on.
9. Early games are likely to be a bug-fest but the quality will quickly improve
10. LAN games will not appear in the Matchmaker game browser list but will still need to report back to the servers (authentication, statistics, game profiling and so on).
Source: http://forum.wmdportal.com/showthread.php?3775-Multiplayer-kick-off-plan
Andy Garton (Development director) said:It was a joke sorry. I assumed everybody would realize a complete MP system wouldn't be possible in 24 hours.
sadly its not coming tomorrow, it was Andy's usual sense of humour teasing us again
sadly its not coming tomorrow, it was Andy's usual sense of humour teasing us again
yea i read that. gutted. But eventually it will come? maybe next week?