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NFSW private server project
Discussion on NFSW private server project within the Need for Speed World forum part of the Other Online Games category.
06/04/2016, 00:25
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#376
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elite*gold: 0
Join Date: Nov 2012
Posts: 49
Received Thanks: 1
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Quote:
Originally Posted by berkay2578
Fixed AnonymousEVPV's chat bug, he only had to say "players won't leave chat". Also fixed some other bugs. Added cars+getpersonainfo:
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Yeah i see, Verry nice jobs and Thanks you so much Berkay  (you are my hero  )
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06/04/2016, 00:48
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#377
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elite*gold: 0
Join Date: May 2016
Posts: 1
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I just wanted to pop in and say thank you to Berkay2578 (Legend), Nilzao and Devious. Never thought I would play NFSW again, but thanks to Berkay, Yesterday, I found his thread and now i have it up and running. I added basic harder opponents and am having a blast. Nostalgia overload. I almost wet my pants, hehe. Absolute respect for everyone who is still working on it.
Thank you so much
-GetOutandPush (NFSW)
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06/04/2016, 15:51
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#378
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elite*gold: 15
Join Date: Aug 2012
Posts: 3,041
Received Thanks: 6,397
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achievements first step:
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06/04/2016, 16:26
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#379
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Join Date: Jul 2015
Posts: 338
Received Thanks: 78
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A weird question is still left (in my mind): "What about the Offline-Server?"
Is the development of it completely "done" now? Or do you do something in the future?
The thing is: Does it makes sense to develop it any further?
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06/04/2016, 16:34
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#380
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elite*gold: 65
Join Date: Nov 2011
Posts: 589
Received Thanks: 926
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Great job dudes, this is really amazing what you are doing here!
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06/04/2016, 16:40
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#381
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elite*gold: 0
Join Date: Jun 2015
Posts: 75
Received Thanks: 37
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Quote:
Originally Posted by berkay2578
are you sure you compiled the "release" branch and not master? because master has authentication and user login while release is pretty much an offline server.
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No I'm not really sure  Tbh I barely know what I'm doing but I'm an impatient fag who just can't wait and trying to compile it
Quote:
Originally Posted by Nilzao
Half way done, gj fixing installed jre inside eclipse workspace options.
You need to run mvn clean build:assembly (something like that, it's inside readme ) to make full jar.
Will be like 12mb. Mvn install do less than 1 mb.
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It's around 12mbs. I compiled it with the code listed on github. (clean compile assembly:single)
This is how it looks like when I run the server:
And I see that there is a new downloadable installer so thank you guys I will download that
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06/04/2016, 17:03
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#382
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Join Date: Jun 2015
Posts: 331
Received Thanks: 608
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Quote:
Originally Posted by bisztriz
This is how it looks like when I run the server: 
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Good, now need to create mysql server with root user without password and run rhe db/mysql scripts.
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06/04/2016, 17:20
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#383
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elite*gold: 0
Join Date: Jun 2015
Posts: 75
Received Thanks: 37
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Quote:
Originally Posted by Nilzao
Good, now need to create mysql server with root user without password and run rhe db/mysql scripts.
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Well for me that is chinese so I will try to be patient because I don't even know what mysql is  Thanks for the help but it's too complicated for me.
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06/04/2016, 17:36
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#384
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Join Date: Jun 2015
Posts: 331
Received Thanks: 608
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Quote:
Originally Posted by bisztriz
Well for me that is chinese so I will try to be patient because I don't even know what mysql is  Thanks for the help but it's too complicated for me.
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the mysql server:
and
the mysql workbench (to run the scripts)
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06/04/2016, 18:56
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#385
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elite*gold: 0
Join Date: May 2016
Posts: 17
Received Thanks: 10
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I tried to run the server (I compiled the "master" branch) on a PC connected to another PC through direct WLAN (only two PCs, no routers or anything). Ping was below 5ms and all fiewalls were disabled.
• All HTTP/XMPP part is working absolutely well. Chat, powerups, etc.
• The UDP part is not working as it should do:
- Event join works
- Lobby works
- Race is not working
Both PCs "see" all the two players in the race, but only one "moves" (who controls the car). The opponent's car remains like "frozen" or moves a very very little in the same direction forever.
The pre-race countdown ("3,2,1") isn't synchronzed between the 2 PCs (one person can launch the car earlier or later). The strange thing is that, when I started before my opponent, then I saw him having the Perfect Start animation (while he was launching his car on the other PC) even if he was completely static on the road on my PC.
So, am I missing something obivious to run the server correctly?
I haven't noted anything strange or errors on the two cmd windows.
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06/04/2016, 19:52
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#386
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elite*gold: 0
Join Date: Jun 2015
Posts: 331
Received Thanks: 608
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Quote:
Originally Posted by MatteoF50
I tried to run the server (I compiled the "master" branch) on a PC connected to another PC through direct WLAN (only two PCs, no routers or anything). Ping was below 5ms and all fiewalls were disbled.
• All HTTP/XMPP part is working absolutely well. Chat, powerups, etc.
• The UDP part is not working as it should do:
- Event join works
- Lobby works
- Race is not working
Both PCs "see" all the two players in the race, but only one "moves" (who controls the car). The opponent's car remains like "frozen" or moves a very very little in the same direction forever.
The pre-race countdown ("3,2,1") isn't synchronzed between the 2 PCs (one person can launch the car earlier or later). The strange thing is that, when I started before my opponent, then I saw him having the Perfect Start animation (while he was launching his car on the other PC) even if he was completely static on the road on my PC.
So, am I missing something obivious to run the server correctly?
I haven't noted anything strange or errors on the two cmd windows.
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You did all right,
the udp server needs better implementation, we realized that both computers need to be near specs...
example, i can't race intel i3 vs i7...
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06/04/2016, 20:36
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#387
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elite*gold: 0
Join Date: May 2016
Posts: 17
Received Thanks: 10
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Quote:
Originally Posted by Nilzao
You did all right,
the udp server needs better implementation, we realized that both computers need to be near specs...
example, i can't race intel i3 vs i7...
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Yeah, I understand...
I used an Athlon X4 860K @4,0 GHz (Quad Core) and an A8-4500M @2,3 GHz (also Quad Core). The game runs fluently on similiar deail level on both hardware, but at this point is not enough to achieve perfect sync.
Maybe is exactly the CPU clock speed that matters, because I had the impression that the UDP server on my PC "didn't wait" the game on the other PC... so sync is screwed.
I hope you find a way to fix all these problems. Take all the time the project needs.
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06/04/2016, 20:55
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#388
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elite*gold: 0
Join Date: Jun 2015
Posts: 75
Received Thanks: 37
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Quote:
Originally Posted by Nilzao
the mysql server:
and
the mysql workbench (to run the scripts)

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Thank you I will try it
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06/04/2016, 21:54
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#389
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elite*gold: 0
Join Date: Nov 2012
Posts: 49
Received Thanks: 1
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Hello Berkay and Nilzao
After more test, i see one bug in chat world and mp chat.
If you start game, this launch at 12AM 12:00.
If DEBUG2 join the game after +15mins DEBUG1, this launch at 12AM
So DEBUG1 is 12h15
and DEBUG2 is 12H00
Debug1 and Debug2 no see if this say in chat and mp chat
because (i think) dude no sync
So my question is, it is possible to sync (time) the server ?
Thanks and sorry for my bad english
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06/04/2016, 23:43
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#390
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elite*gold: 15
Join Date: Aug 2012
Posts: 3,041
Received Thanks: 6,397
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Server time sync has nothing to do with chat...
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All times are GMT +1. The time now is 21:18.
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