It is currently Tue Sep 07, 2010 3:16 am

FOF-Live (The Online Playing Experience)

Discussion specific to other music games, like: RB, GH, GZ, JamLegend, SoS, etc.

What's your opinion?

Poll ended at Mon Jun 22, 2009 10:04 am

Acedia Go F*!& yourself, we don't need you to do Online-Multiplayer for us.
2
11%
Acedia, I'm sorry, please continue doing this for us.
16
89%
 
Total votes : 18

Re: FOF: Online WIP

Postby Acedia » Sat Mar 07, 2009 7:15 pm

Alright fixed the threading issue, i just have two more things to do.

fix the reading algorythm of the client for the recived messages, and create a update timer that sends to everyone the messages in their message cue. :2thumbsup:

this shouldn't take too long , will post the rev today though in what ever state it's in.
Official Developer!!
User avatar
Acedia
Member
 
Posts: 368
Joined: Fri Jun 13, 2008 1:47 pm
Location: Houston
Karma: 1

Re: FOF: Online WIP

Postby Korn_Kruz » Sat Mar 07, 2009 9:28 pm

this will be the day my life begins. i so cant wait!!! i think that will be so much fun
HEADS I GET TAILS
TAILS I GET HEAD :D
User avatar
Korn_Kruz
Member
 
Posts: 11
Joined: Tue Mar 03, 2009 7:19 pm
Karma: 0

Re: FOF: Online WIP

Postby stewoiscool » Sun Mar 08, 2009 12:33 am

i can not wait for this! this is going to be so awesome, thanks to everyone who worked on this!

Edit: I can beta test if you want.
Last edited by stewoiscool on Sun Mar 08, 2009 12:41 am, edited 1 time in total.
Proud member of Scorehero

Going For ? FC- Afterlife (FOF) after I can get my guitar to connect, then probably all of GH1 (FOF).
stewoiscool
Member
 
Posts: 35
Joined: Mon Feb 02, 2009 4:16 pm
Karma: 0

Re: FOF: Online WIP

Postby venom426 » Sun Mar 08, 2009 12:35 am

Finally someone dedicated to this.

If you need anything, just ask. :2thumbsup:
I'd Bone Her
User avatar
venom426
Member
 
Posts: 2028
Joined: Fri Nov 30, 2007 4:30 pm
Location: Allen Park, Michigan
Karma: 6

Re: FOF: Online WIP

Postby Acedia » Mon Mar 09, 2009 12:25 am

It's taken me a week to get a stable alpha build for release, this release has working chat, you can talk to anyone that is connected.

Known issues:
The one thing i forgot to fix before release is what i wanted to do, was fix the player count, it always says 0.
If you connect as one name, and disconnect you cannot re-connect using that name unless the server is shut down and restarted. This is a minor change in the rev, but i didnt want to do it, yet. Your ping does not work. and well the only thing that does work is the fact that you can chat. if you connect and use a player name that has already been used, you have to restart the client and change the user name. again easy fix, just decided not to do it. I've gotten lazy the last couple of days. The threading issue was pissing me off. However, I now have it to where it should only take up 6-8 threads on your machine. It should have no impact on your machine at all, I have tested it on mine, but with 8 cores, there's not much that will impact my machine. anyways, hope it works.

This is the english version, and not ported to mac/linux yet.

Here's the new revision FOF_Client_r_1.029a

ran into an issue already... the server puts itself into suspend mode after 5 minutes of inactivity...
I'm going to have the server turned off tonight, and have it run sometime tommorrow. Check back for updates.

-Edit 1:10 est - The server is up, check and see if you can connect. if you cannot please post the message here, or something so that i know to work on it to make it work. If you want to do some testing, send me a pm with your name and the time(in eastern standard time) in which you will be on, so i can change settings to the server if need be.

If you try and connect and do not recieve a message stating that you can or cannot connect to the central server I would like to know that too. I belive there is an issue with a client connecting then going idle.

-Edit 3:45pm est - I have to reconfigure the Central Server. Its not doing what it's suppose to do.


Edit:


Alright it seems that issues are arising for opening the actual client itself. which is weird. I dont know anything about your computer, however if it says that ntdll.dll is in fault mode, you should problably check take a screen shot of this error, and post it here if you can so i can see the exact message releated to this program... This is kind of a generalized .dll file, but i'm going to assume that you have AVG antivirus scanner, 3rd party add-ons for windows internet explorer/firefox, and have not updated to Vista SP1. This is just a guess, but If I get a screen shot, i might be able to give you a better solution.

The server will be up for a while i have to test it's longevity now..... A new revision of the client has been released, it is now stable and working as far as I know check it out.

rev 1.036a
finally a stable version :2thumbsup:

This version is stable, however the server is still having connection problems after about 12-18 minutes. This is not good, so I'm going to fix the server (again) and let you know when it's up


To Make is easier to beta test i have created a yahoo messenger account AcediaProductionStudios@yahoo.com, add me and talk to me if you are having problems
Official Developer!!
User avatar
Acedia
Member
 
Posts: 368
Joined: Fri Jun 13, 2008 1:47 pm
Location: Houston
Karma: 1

Re: FOF: Online WIP

Postby amak11 » Mon Mar 09, 2009 7:07 pm

i have an idea of what's up with my computer. I installed windows 7 biuld 6801 as a temporary OS so i can figure out whats with XP. I plan to downgrade again next month. everything worked when i was on xp and now i have tonnes of problems with Windows 7. I don't think i will be able to contribute until i have a stable OS again. i just got to figure out a antivirus that's not going to constantly shutdown my internet connection and not bug me every 5 minutes because of the same cracked game
Image


Image





letylovesjb27 in the Taylor Swift - Fearless Album thread wrote::DDDDDDDDDD thanks soooooooo much, I love all Taylor´s songs and this is already the first place where I finally found them!
Waitin for the others! xoxo



Code: Select all
<@away_xbox> Looks like it's your lucky day Amak11 >:) Since i don't see Amak here ill choose somebody else....
* @away_xbox straps 15 sticks of TNT to Amak11's body. The display reads [58] seconds.
<@away_xbox> Diffuse the timer by cutting the correct wire. There are 14 wires. They are Green White Peenus Indigo Black Gold Grey Brown Violet Turquoise Teal Magenta Mauve and Yellow.
<Amak11> oh really
<Belisario93> hmm
<Amak11> !cutwire Peenus
<@away_xbox> ...snip....
<@away_xbox> Amak11 cut the Peenus wire. This has defused the timer on the TNT! Just try and get it off you without setting it off, ok?

User avatar
amak11
Member
 
Posts: 2152
Joined: Tue May 13, 2008 12:18 pm
Location: Sarnia, Ontario, Canada
Karma: 4

Re: FOF: Online WIP

Postby Acedia » Fri Mar 13, 2009 1:05 pm

There's not much saying with this release. It's a working internet chat program, talk to anyone that's online, and find out your External and LAN IP's.

Client_r1.062a

alternate link. here

Hope to see you guys on it.


Edit:


Aliright the code has been optimized, as soon as i get my websever with the php scripts I need back online, I'll turn the central server back on, and release an update to todays release. I was monitoring the Client, and noticed that it was sending about 2KB worth of data, for every message that was sent. This is not good, especially when your only sending a max of 105bytes. This has been fixed, along with the server. Although you would only recieve the byte amount of the message, you would send a ton of empty characters meaning bandwith hog. This has been fixed, just getting the php scripts up and running.


Alright update -rev 1.063- this has optimized networking code, for low latency.

AlternateLink

I have fixed an issue with the server that times the client out, if a message cannot be sent, or a connect cannot be made.
If you send a message and it takes more than 250ms to recieve a message than the server skips you and sends the message to the next person, it also attempts to send you message after all others have had the message sent to them, however if you do not get a message within 250ms this time, you are unable to chat at the moment
Official Developer!!
User avatar
Acedia
Member
 
Posts: 368
Joined: Fri Jun 13, 2008 1:47 pm
Location: Houston
Karma: 1

Re: FOF: Online WIP

Postby sefirot1000 » Fri Mar 13, 2009 3:34 pm

hi guys.

This post is only to thank you for all your work and effort put in this game.

Random question: the logo was inspired by the chinese democracy title?

Sorry for my really bad english and keep with the good work :thumbup:
You Know Where You are? You In The Jungle Baby. Wake Up. TIME TO DIEEEE!
Tyrael540
User avatar
sefirot1000
Member
 
Posts: 1
Joined: Sun Mar 01, 2009 8:14 am
Karma: 0

Re: FOF: Online WIP

Postby Acedia » Sat Mar 14, 2009 2:25 pm

I need more testers with this release. i cannot change the release untill more people attempt or atleast tell me whats going on with their side. I'm finding it hard to belive that 1 minute 3 people can be on, then the next 1 person beside that person cannot connect.
This will be the final revision untill I get more feedback. The project cannot continue without you.

Revision 1.070
alternate link here


Edit:


Alirght re-worked the code, and implimented a very crude lantency checker

revision 1.076

alternate link
Official Developer!!
User avatar
Acedia
Member
 
Posts: 368
Joined: Fri Jun 13, 2008 1:47 pm
Location: Houston
Karma: 1

Re: FOF: Online WIP

Postby stewoiscool » Sat Mar 14, 2009 4:08 pm

OMG EVERYTHING WORKS!
Proud member of Scorehero

Going For ? FC- Afterlife (FOF) after I can get my guitar to connect, then probably all of GH1 (FOF).
stewoiscool
Member
 
Posts: 35
Joined: Mon Feb 02, 2009 4:16 pm
Karma: 0

Re: FOF: Online WIP

Postby Acedia » Tue Mar 24, 2009 10:52 pm

The current client will remain untoched for about a week or so, I found a serious bug in the server, which makes the Clients act the way they do once, the initial connection has been established. Once this bug is fixed in the server, the current released client will work as it should.
The new code will allow a multitude of Features that are awaiting to be implimented into the FOF: Online stand-alone, to implimented these features much faster than previous attempts, and remove the need for massive amounts of Revisions.
These issues will not be a concern once the server code is re-written, and a new client released that will accept "Live!" updating.

Next Client release will include, a better latency checker, stay alive feature, live updating (no more downloading new revisions from FOF.Net) :smile: , and the ability to send private messages to another person online....

The next revisions release date is currently TBD.

Creating The Server / Client program is a way to test the networking code that will be implimented into the Beta Release of FOF:Online, this is not a side project, but an inner project that needs to be done, to verify the accuracy of the networking portion of the code.

What is an Online Game, with crappy Online Play ??


Edit:


The current available server is no longer a reliable server, I'm currently working on The Voice Chat, Matchmaking, Send Data Files *(ie. Song Files etc.), Private Messaging, and started working on an implimentation for Guitar & Drum controller Checking, along with a **("Chat/Private Player Game"), once these have been completed the basic networking class, modules, and coding will be at a stand still until more of the game code has been designed. This process will take some more time as i'm back in school again, working, and my life is back to the way it was before I started to work on this. I know that I will not be meeting the May Beta Release Deadline, As i know that this is disappointing news to most of you. I hope that you understand, Rome was not built in one day, And i'm doing the best that i can to make the best possiable release on the first attempt, as I will not have much time to fix issues that may arise if i rush it.

*"Song files" do not include actual songs, only randomly generated files of the actual average song files used by FOF: Online. about 10-12 mb. - used to test the Song Transfering Service of FOF:Online.

** Chat/Private Player Game, is a simon says type game using grapics from RB/GH to repeat what is being displayed, this will represent mostly everything that the game will produce during runtime for testing network capibiltes, as far as latency issues, amout of data needing to be exchanged, and any other issues that may arise from playing FOF:Online. This game can be played using Custom Games, or you can Choose matchmaking and have the Server Match you to 3 other opponents. - This will be compatiable with The Keyboard, Xplorer 360 Guitar, and RockBand DrumSet...
Official Developer!!
User avatar
Acedia
Member
 
Posts: 368
Joined: Fri Jun 13, 2008 1:47 pm
Location: Houston
Karma: 1

Re: FOF: Online WIP

Postby Rapt0r » Tue Mar 24, 2009 11:48 pm

If it supports the 360 Xplorer, is it safe to assume it'll support the wireless Les Paul as well?
DISCLAIMER: The above text should be consumed at your own risk. If you happen to take it seriously, you are an idiot.
Rapt0r
Member
 
Posts: 3151
Joined: Sun Mar 02, 2008 11:54 pm
Location: Here
Karma: -10

Re: FOF: Online WIP

Postby Acedia » Wed Mar 25, 2009 11:18 am

Rapt0r wrote:If it supports the 360 Xplorer, is it safe to assume it'll support the wireless Les Paul as well?


As far as the Wireless equipment goes, I'm not to sure, I do not have the interface on my computer to use wireless componets GH/RB, so I can't this this theory out. I'm only going to guess that if it uses the same .dll (just updated) that the xbox Controller uses, Then yes it should work.
Official Developer!!
User avatar
Acedia
Member
 
Posts: 368
Joined: Fri Jun 13, 2008 1:47 pm
Location: Houston
Karma: 1

Re: FOF: Online WIP

Postby Rapt0r » Wed Mar 25, 2009 1:39 pm

The only difference between the 2, based on using them on Frets on Fire, the Whammy bar works backwards on one. I don't know which but lets say the Xplorer starts at 0% and goes to 100% as you push it, the Les Paul starts at 100% and goes to 0%. If you would like to implement this, I could help out with testing it and such. I think miditar hero (or whatever it's name is) has a app to find out what each button sends as a signal to the computer which I think would help out in the implementation of this.
DISCLAIMER: The above text should be consumed at your own risk. If you happen to take it seriously, you are an idiot.
Rapt0r
Member
 
Posts: 3151
Joined: Sun Mar 02, 2008 11:54 pm
Location: Here
Karma: -10

Re: FOF: Online WIP

Postby Acedia » Wed Mar 25, 2009 6:17 pm

Sounds good, I might need some help in this aspect, however I still don't have a way of checking for the device, without having the interface here. I cannot deny that it will work, however with out being able to check whether it's a the xplorer or wireless les paul, The wammy may be messed up until then. I might just put a (reverse wammy) option in the settings menu.

The Requested Network Features include:
Chat
Voice Chat
Matchmaking
Ranked Matching - *Possiable after inital Release of the Official Version.
Song File Transfering Services
Friends List


If you think there should be any other Features added to the Networking System... Please Please Please, post a comment.
Official Developer!!
User avatar
Acedia
Member
 
Posts: 368
Joined: Fri Jun 13, 2008 1:47 pm
Location: Houston
Karma: 1

PreviousNext

Return to Other Music Games

Who is online

Users browsing this forum: moorlord and 2 guests