another_commander wrote:You see, coding stuff is really easy, we just make it appear complicated to look cool. You can do things like changing
to
and KAZZAAM! Oolite is now multiplayer and you can play with your friends.
Disclaimer: The above statement is absolutely ridiculous and has nothing to do with reality. You are fully responsible for whatever happens to you after having read and believed it.
hehe actually I had an insane idea the other day of making a server side and a client side, then I remembered ""Object C", not C++ which what that I was going to use...
The basic idea was that the server accepted incoming connections , and if two players happened to be in the same system, The player that first arrived in the system, that players settings was transmitted to the last player arrivals.. so the client became pseudo client-server when the client arrived in a system before the client-server..
in case of missing OXPs, the client would be refused to connect, and informed of the missing OXP names incl. version numbers. Download from client-server could be a possibility, if where it not for security reasons...
In case of additional OXPs the client's additional OXPs would be ignored, since data of ships spawning is generated by the client-server.
Some sort of md5 hash check(or whatever the correct term is) would be required to make sure the OXPs are identical. but that would be ignored to start with.
And Instead of entering IP, a sort of torrent file could/would be used to connect server-clients and clients...
now that was the big idea..
The small idea:
Was to create a server and a client, and connect them on my home LAN, pretty useless because the miss is never going to Play Oolite, and my freinds would only do it, if I told them too..
.
anyway, i think my thoughts should be up, if anybody could use them...