#gemrb@irc.freenode.net logs for 11 Nov 2013 (GMT)

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[23:15:58] <Jaywalker> Hey guys, anyone around? I'm curious how much research has been done for multiplayer protocols
[23:16:18] <Jaywalker> I recently played BG1 multiplayer for the first time and dumped the packets and it seems to be a reletively simple data structure (area name, locations, etc) streamed over UDP, but before I started trying to RE it I wanted to see if there was any catch up I needed to play first.
[23:23:38] <lynxlynxlynx> no
[23:24:14] <lynxlynxlynx> there's about one person per year that comes here willing to do something about mp, but that's it
[23:24:40] <lynxlynxlynx> it's a nasty affair due to the engine complexity, not the networking itself
[23:25:10] <lynxlynxlynx> you can check the iesdp archives if anyone ever did anything
[23:25:56] <lynxlynxlynx> it was never a priority for us at all though
[23:26:38] <lynxlynxlynx> first thing you need is a working engine ;)
[23:27:24] <Jaywalker> Well, I was probably one of those people back in my college days? haha. Protocols always facinate me.
[23:27:43] <Jaywalker> Is that to say the gemrb engine is not in a stable enough state for it??
[23:27:47] <lynxlynxlynx> bg1 supports ipx
[23:28:07] <lynxlynxlynx> gemrb is pretty stable, but not all infrastructure is there for mp
[23:28:57] <lynxlynxlynx> for example we don't have the messaging system for scripting actions, so a lot of stuff would not work without implementing that
[23:29:28] <lynxlynxlynx> most of the game area input actions result in scripting actions
[23:30:05] <Jaywalker> Ahh, ok. That makes sense? I'm still getting to know the code base better. I remeber a lot from like 0.5, but I know game engine dev much better than I did then.
[23:30:14] <lynxlynxlynx> likely the usual synchronisation problems, but that's to be expected
[23:31:09] <Jaywalker> For now I'll just hack at some FIXME's in the games and get to know the engine more. As for the MP protocol, I still plan (an actually currently am) to RE it a bit; Where should I document this info?
[23:31:28] <lynxlynxlynx> some implementation details (partial dialog pause, mp windowing)
[23:31:49] <lynxlynxlynx> you can do it on our wiki
[23:32:08] <lynxlynxlynx> if you plan to record it there, just create a page
[23:32:25] <Jaywalker> Perfect! I'll do that.
[23:32:26] <lynxlynxlynx> oh, tell me if you register, i'll have to reset your pass - no mail
[23:33:11] <Jaywalker> And on the pause on dialog note, there are some things I'd like to see fixed on the mp bit with dialogs and such. As it stands, Even if half the party is on the other side of the map, dialog interrupts everyone.
[23:33:25] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=engine:networking
[23:33:30] <Pepelka> engine:networking [GemRB wiki]
[23:33:49] <Jaywalker> I'm registering now
[23:33:58] <lynxlynxlynx> infinity engine has a somewhat demented action system
[23:34:09] <lynxlynxlynx> that's also one of the reasons why mp is harder to do
[23:34:29] <lynxlynxlynx> and since it was all developed along side, scripts and script code contain various hacks
[23:36:03] <Jaywalker> So the register page just goes white heh
[23:36:12] <Jaywalker> when I submit
[23:37:45] <lynxlynxlynx> i was just about to say i can't even access the user manager
[23:38:13] <lynxlynxlynx> i'll check in the morning, too late now
[23:38:29] <lynxlynxlynx> if you need anything else, this is the right place
[23:38:34] <Jaywalker> Ahh, no worries. What time zone are you in?
[23:38:36] <lynxlynxlynx> we also have a logger
[23:38:44] <Jaywalker> I've been reading backlogs ;)
[23:38:48] <lynxlynxlynx> CET/GMT+1
[23:41:06] <lynxlynxlynx> ok, read you in the next encounter
[23:41:17] <Jaywalker> Later
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