Search found 8 matches
- Fri Jan 30, 2015 12:16 am
- Forum: Suggestion Box
- Topic: Multi Player Capability - I have development resources!!
- Replies: 13
- Views: 9337
Re: Multi Player Capability - I have development resources!!
Here is the architecture we are looking at implementing: http://www.ibm.com/developerworks/library/ar-powerup1/ The reason for keeping time on the server and not on the client is due to the sync issues; not player experience, e.g what their HUD says. Also time is relative, and we understand that. If...
- Fri Jan 23, 2015 12:58 pm
- Forum: Suggestion Box
- Topic: Multi Player Capability - I have development resources!!
- Replies: 13
- Views: 9337
Re: Multi Player Capability - I have development resources!!
One thing to watch for here is the game function exposed to Javascript as clock.addSeconds . At the moment, the HUD clock advances by minutes, hours or days during particular events. Most importantly: launching adds ten minutes, buying equipment adds at least five minutes per item, up to days for t...
- Thu Jan 22, 2015 11:14 pm
- Forum: Suggestion Box
- Topic: Multi Player Capability - I have development resources!!
- Replies: 13
- Views: 9337
Re: Multi Player Capability - I have development resources!!
So we are hosting this CTF event at BSidesDC in October and our format is going to be 1 vs. 10 in rounds of 4 hours, 3 rounds per day over 3 days. The first 2 days will be elimination rounds. The final day is the championship round. Everything will be done over WiFi on a flat network. There is a HID...
- Thu Jan 22, 2015 9:40 pm
- Forum: Suggestion Box
- Topic: Multi Player Capability - I have development resources!!
- Replies: 13
- Views: 9337
Re: Multi Player Capability - I have development resources!!
cim: thanks for the update Today we reviewed the debug code, understanding why plists were used, and seeing why comments about "total" rewrite have been tossed around. Currently it appears that the game in single player mode runs its own clock and that UNIVERSE class is basically what the ...
- Thu Jan 22, 2015 12:40 pm
- Forum: Suggestion Box
- Topic: Multi Player Capability - I have development resources!!
- Replies: 13
- Views: 9337
Re: Multi Player Capability - I have development resources!!
Oolite has already networking capability but at a very basic level at the moment and not exactly multiplayer-oriented. It can use TCP/IP to exchange information with an external application (which could be running either on the same machine or anywhere on the internet), currently used for debugging...
- Wed Jan 21, 2015 7:21 pm
- Forum: Suggestion Box
- Topic: Multi Player Capability - I have development resources!!
- Replies: 13
- Views: 9337
Re: Multi Player Capability - I have development resources!!
Awesome guys thanks for the info.
I am on the road right now, but will reply in more detail soon with what our goals are and the answers to your questions.
Cheers!
I am on the road right now, but will reply in more detail soon with what our goals are and the answers to your questions.
Cheers!
- Wed Jan 21, 2015 3:35 pm
- Forum: Suggestion Box
- Topic: Multi Player Capability - I have development resources!!
- Replies: 13
- Views: 9337
Multi Player Capability - I have development resources!!
I am looking into trying to figure out what the level of effort would be to add networking and multiplayer capability to the game. I have a development team and intern resources that are looking to utilize oolite for an upcoming capture the flag event in October 2015. Taking a quick look at the game...
- Wed Jan 21, 2015 1:59 pm
- Forum: Discussion
- Topic: Introduce Yourself.
- Replies: 1373
- Views: 754108
Re: Introduce Yourself.
Greetings!!! I am a information security researcher with a knack for doing crazy things in my lab with my interns. I am looking at oolite to see if it can help jump start our next version of our SCADA CTF.