Re: [Warzone-dev] Warzone networks code

2007-05-02 Thread The Watermelon
On 5/1/07, The Noid <[EMAIL PROTECTED]> wrote: [EMAIL PROTECTED] wrote: > On Wed, 02 May 2007 00:40:24 -0400 The Watermelon > <[EMAIL PROTECTED]> wrote: >> After looking at both gamelogics and netcode of wz relatively >> extensively,I figured out that it's not only netcode that makes wz >> unpla

Re: [Warzone-dev] Warzone networks code

2007-05-02 Thread The Noid
[EMAIL PROTECTED] wrote: > On Wed, 02 May 2007 00:40:24 -0400 The Watermelon > <[EMAIL PROTECTED]> wrote: >> After looking at both gamelogics and netcode of wz relatively >> extensively,I figured out that it's not only netcode that makes wz >> unplayable in MP,but also the non-constant gamelogics

Re: [Warzone-dev] Warzone networks code

2007-05-01 Thread vs2k5
On Wed, 02 May 2007 00:40:24 -0400 The Watermelon <[EMAIL PROTECTED]> wrote: >On 5/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: >> >> What to do with current networks code in WZ? Try to fix, any >one >> good at network code/problems in latency/sych? >> >> Or should we just use game network

Re: [Warzone-dev] Warzone networks code

2007-05-01 Thread The Watermelon
On 5/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: What to do with current networks code in WZ? Try to fix, any one good at network code/problems in latency/sych? Or should we just use game network libs that is open source that handle code for dial modem users or LAN users? I know we tal

[Warzone-dev] Warzone networks code

2007-05-01 Thread vs2k5
What to do with current networks code in WZ? Try to fix, any one good at network code/problems in latency/sych? Or should we just use game network libs that is open source that handle code for dial modem users or LAN users? I know we talk abouts this before, but nothing I recall was said abou