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
[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
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
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
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