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Showing content with the highest reputation on 10/11/20 in all areas

  1. A little more progress on this very early multiplayer testing. Shows 4 local instances (so this could be 4 different PCs anywhere). The remote robot guys don't animate yet, just your local robot guy, the remotes just slide around. I want to see if I can make it look good enough without transmitting all that animation data over the network, to save the precious server data - I think there's a way deriving stuff from position/rotation changes per frame (so remote avatars will ultimately animate without using expensive network data), will just need some time to figure out.
    2 points
  2. Version 1.0.0

    219 downloads

    Next up is this Chinese Takeaway or whatever its based on slot Wok n Roll by betcom Thanks goto Matty N for the classic used as a base Infection for the Image used Shortcuts written within the notes Plays in Mfme v20.1 Enjoy and Happy Gaming!!!!
    1 point
  3. I'm normally into higher end computer setups, so take what I say with a pinch of salt! I've also no real experience of running FME on lower end hardware. For me though I'd be looking more at minimum of something like a Radeon R5 340X, so you get 2GB VRAM. Few on eBay for £24.99 inc P&P, might get one cheaper elsewhere. The GTX520 you've shown above really is scraping the barrel and I doubt you'd notice much if any difference over your current setup. Note that the 340X on eBay are half-height brackets, and only have DVI and DP output. Quick look at relative performance graph, using the 340X as a baseline (so 100% performance), shows the GT520 achieving 30% of it's performance. Therefore theoretically a 3x faster card for £24.99. https://www.techpowerup.com/gpu-specs/radeon-r5-340x-oem.c2820 This sort of card shouldn't draw too much power, but I'd still hope you had a 350W PSU as a minimum. Pretty sure you'd get away with less but dedicated GPUs are the most power hungry component you could add to a PC.
    1 point
  4. You’re doing nothing wrong these blacklisted layouts are from a certain previous member whom “sold” mfme and others layouts for their own gain, they changed others work and called it there own. if you still want to play these layouts they still work in previous version of mfme v19.8 so it’s best to keep that version and v20 in your folder
    1 point
  5. That is what happens when people stab each other in the back and sell others work, Wizard incorporated this and quite bloody rightly so, tut tut so many inbreds in FME land but you have the good guys and gals too.
    1 point
  6. So the remote view is picking up all your actions and co-ordinates from your session, so it’s always playing catch up as it has to keep reading and updating these positions over internet. I was thinking it the other way round J
    1 point
  7. Yes John I get it mate I thought that was the case mate Like you say you don’t usually have the remote actual monitor visible to you so you would t be aware of any delay That’s what I wanted to say J
    1 point
  8. The player actually playing the machine (and walking around) won't have any delay, as they are playing machines/walking around locally (just like in some of the earlier demo videos on this thread). It's a bit mad to get your head around ...but it's generally how multiplayer works on most games - you yourself experience zero delay on your own character/actions - though there's a slight delay on all the remote characters characters/actions on your screen. You don't normally get to see local and remote side by side like in the tech demo, so you wouldn't normally be able to notice the slight delay on remote characters. You just assume they moved whenever they moved on your screen, even though everyone else is slightly ahead. I think I've done a terrible job of explaining that lol So - in the video above, on the left side; the cube was moving for me at exactly the same time I was changing it's x/z position. But on the right side, it was happening a bit later. Normally, if I was the player on the left side, I'd only be able to see my own screen, so my cube (or avatar, or reels etc) would move at the correct time with no delay (for me). Likewise, the player on the right side can only see their screen, so they see me moving around, but they have know way to tell that I'm actually moving on their screen with a small delay. So it all generally works and feels like there is no delay, even though there's a little bit of an illusion going on Definitely looking at text chat... voice chat - will depend on how much server bandwidth it chews through
    1 point
  9. this is amaising @johnparker007i knew something like this would be a next step, so im thinking its a bit like retroarcade neon but for fruit machine's, ive been doing another where you livestream to youtube and then your way fixes the instant ability play against someone virtually(as in retroarcade street fighter 2 turbo for instance ) or watch your friend play the slots chat ect all live.
    1 point
  10. Nice, what does that delay mean in terms playing the fruit machines. Will it not affect the player as it will always have that same slight delay? J
    1 point
  11. Ok sounds like I need to convert Rat Race and get a 3d model of a mobility scooter! Yep walking around is very much the plan, to get that first person perspective going on for the immersion And yes, I think the cat's out of the bag that my plan is to make this into a live arcade... so I'm thinking to make it so you can walk around and watch other people playing games on their machines (plus potential text/voice chat), as well as playing on machines yourself. When you choose to play a free machine, MFME will be launched in the background to run that machine. When you have finished playing on the machine, your server-based bankroll balance will update accordingly based on cash in/out. Then that will allow for daily/weekly/monthly tournaments etc which should be a lot of fun So as a part of that new work, I've taken a break from the Converter today, and started very basic work on the 'codec'. This will allow streaming of the machines lamps/reels/vfds across the net, as I should be able to write some efficient lossless compression. Currently I've just implemented the base recorder/player system, along with the recording/playing of 'simple' (on/off - no fade levels yet) lamps. This will be used for all the free machines to play their attract mode loops without needing to have an MFME instance running for each machine (as that would get impractical very quickly). Here's a demo of 44 machines running their attract mode lamps (at random playback start points to provide variation) via this new system (so I am running zero MFME instances here). These are not perfect loops, I just recorded a few minutes, later I should be able to write something to auto-identify the loops when recording the attract modes. Anyway, enough blurb from me - onto the eye candy (may be best to watch this direct on youtube rather than embedded in the forum, then you'll be able to see in full 1080p HD, as some of the lamps are now tiny!):
    1 point
  12. - Added initial reel physics system - needs more improvements yet, but gives a ok 'bounce' - Very roughly placed lower backglass lamps in new masked lamp lighting test - all hooked up, but they are blurry and not quite in the right places as it was fiddly (I ultimately plan to make a tool that auto-converts the 2d lamps to their 3d counterparts without needing manual placement/scaling) - Snuck the credits VFD to lower backglass so it could be seen working in the demo - Reel lamps sadly temporarily out of action after I moved everything around, will set them back up soon I really wanted to win £3 or at least max the gamble ladder, but the machine was having none of it! Next time...
    1 point
  13. The ones with the turds in will be either @infection or @slasher!
    0 points
  14. Spoilsport. That's nudististististististist... or something
    0 points
  15. Lol I'll have to make sure I add mandatory underpants to all avatars!
    0 points
  16. I've never played Happy Hour naked before...
    0 points
  17. Ooooh, built in Tetris as well
    -1 points
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