New netplay UI.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2500 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
mcmartin
2006-11-13 11:49:41 +00:00
parent 84590a8b36
commit b105684fbd
4 changed files with 579 additions and 46 deletions
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To use Netplay you need to pass some parameters to uqm. In future versions
you should be able to set everything you need to set from within the
game itself.
--netport1 specifies the port the bottom player will connect to or accept
incoming connections on. If this parameter is not specified, 21837 will
be used.
Your firewall needs to be set up to allow TCP connections from/to
the used port.
--nethost1 specifies the name or ip number of the host to connect to for
the bottom player. If this parameter is not specified, UQM will
instead accept incoming connections.
--netport2
As --netport1, but for the top player
--nethost2
As --nethost1, but for the top player
--netdelay
The desired input delay (in frames). A keypress or keyrelease
will only take effect after this many frames. The result is that while
higher values make your ship to seem to respond more sluggishly,
they give the keypress information more time to reach the remote party.
If the game stutters, this is because it is waiting for this
keypress information to arrive, which is an indication that the
input delay is too low.
As SuperMelee runs at 24 frames per second, each frame delayed will
delay the input by about 42ms.
The delay used is the maximum of the desired value for both parties.
The default is 0. Values lower than 4 will be hardly noticable
in terms of responsiveness.
Future versions may automatically decide on the best value to use.
In SuperMelee, there is now an extra button, "NET". When you push it,
UQM will start paying attention to incoming connections or try to
establish an outgoing connection, depending on the specified
parameters. Pressing SPACE at the connection screen will cancel
connection attempts. Once a connection has been established, the
input will be listed as "NETWORK CONTROL". To abort an already
established connection, change the control scheme away from NETWORK
CONTROL. The game won't start until both parties have confirmed the
current setup. If one player moves away from the 'Battle!' button,
both parties need to reconfirm.
In SuperMelee, there is now an extra button for each side, marked
"NET". When you push it, you will get the net configuration dialog.
To have someone else connect to you, choose the first option.
Otherwise, edit the host name and choose "connect". Pressing SPACE on
the resulting connection screen will cancel connection attempts. Once
a connection has been established, the input will be listed as
"NETWORK CONTROL". To abort an already established connection, change
the control scheme away from NETWORK CONTROL. The game won't start
until both parties have confirmed the current setup. If one player
moves away from the 'Battle!' button, both parties need to reconfirm.
In addition to setting the hostname, you can also configure the port
and the input delay in frames. A keypress or keyrelease will only take
effect after this many frames. The result is that while higher values
make your ship to seem to respond more sluggishly, they give the
keypress information more time to reach the remote party. If the game
stutters, this is because it is waiting for this keypress information
to arrive, which is an indication that the input delay is too low. As
SuperMelee runs at 24 frames per second, each frame delayed will delay
the input by about 42ms. The delay used is the maximum of the desired
value for both parties. The default is 0. Values lower than 4 will be
hardly noticable in terms of responsiveness. Future versions may
automatically decide on the best value to use.