Re: Problems with Rolling ball template

#5
in player.cpp

line 306 i think should be

Code: Select all

if (pressedKeys == 0) { HandleInputFlagChange(changedKeys, eIS_Pressed); } const TInputFlags releasedKeys = changedKeys & prevInputFlags; if (releasedKeys != 0) { HandleInputFlagChange(pressedKeys, eIS_Released); }
if (ser.IsReading()) is redundant ,since m_inputFlags is already synced on server and other clients.

Re: Problems with Rolling ball template

#6
Known issues. Plus spamming space == you can jump infinitely.

It's not a good sample, and until CE updates it/adds new ones........

If you have any network questions you can post a Q on the forums and I'll try to help. I'm working extensively on my own network template anyways .-.
Well my game is about networked balls with physics. So it was like perfect startup. But it works bad. So any tips to fix it?

Re: Problems with Rolling ball template

#7
in player.cpp

line 306 i think should be

Code: Select all

if (pressedKeys == 0) { HandleInputFlagChange(changedKeys, eIS_Pressed); } const TInputFlags releasedKeys = changedKeys & prevInputFlags; if (releasedKeys != 0) { HandleInputFlagChange(pressedKeys, eIS_Released); }
if (ser.IsReading()) is redundant ,since m_inputFlags is already synced on server and other clients.
I can't find such code

Re: Problems with Rolling ball template

#8
Known issues. Plus spamming space == you can jump infinitely.

It's not a good sample, and until CE updates it/adds new ones........

If you have any network questions you can post a Q on the forums and I'll try to help. I'm working extensively on my own network template anyways .-.
Btw im on Discord, nick `trsh`

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