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The TRIBES Engine Networking Model (2009) [pdf]

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Re: The TRIBES Engine Networking Model (2009) [pdf]

#51

Earlier quoted context omitted.

Best i can tell, most of the dev team and budget is dedicated to the art side of the game. Meaning maps, models, sound etc. And 18 years of learning? Sorry but most of the people and companies from back then are long gone. Best i can tell there are very few game development courses out there, and fewer still focus on the network plumbing.

The difference is substantial: There are books describing some standard practices now, third-party engines will at least include some basic networking functionality, and every worthwhile book on engines will at least mention what you need to do to reasonably support multiplayer. At the time that Tribes was developed, none of that reference material existed yet - you had to do your engineering from scratch, and there…

Matchmaking was a major hurdle. The game launched with an IRC client so you could connect to their IRC server and find friends or servers. They had an announcement system to announce in channel what server someone joined.

IIRC, the Master Server was added in 1.04, alongside OpenGL support. Before then, it was Glide-only. Tribes was basically built for 3DFX cards.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#52

Earlier quoted context omitted.

The difference is substantial: There are books describing some standard practices now, third-party engines will at least include some basic networking functionality, and every worthwhile book on engines will at least mention what you need to do to reasonably support multiplayer. At the time that Tribes was developed, none of that reference material existed yet - you had to do your engineering from scratch, and there…

>Today it's more common for multiplayer to only be broken in a limited set of ways, instead of "we are hacking away at a fundamentally wrong architecture for this problem". While true generally, that doesn't preclude us from some epic failures. My understanding is that The Division implemented client-authoritative simulation and is now in a hopeless battle against those that would modify their client for an advantage…

Half-Life had a major problem with this due to hit-scan weapons that insta-hit instead of using equations to make them travel through the environment. Tribes got around this with the laser sniper rifle by giving it an insanely fast velocity value, so it didn't insta-hit, but still hit basically during the same game tick.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#54

Earlier quoted context omitted.

Tribes: Ascend was also fine, even with the free-to-play parts, until they pushed the monetization just a little too far. I think I have something like 200 hours in it playing the basic classes with most of the essential unlocks, and it was a great game. And then they released way too much paid DLC and things got a bit too ridiculous for me.

Ascend now gives all unlocks for a fixed price. The game has received some support recently, mainly changes to make it more like classic Tribes games.

That's cool to hear! I'm glad they finally made the paid content system sane.

Though... for this guy in particular it came too late. At this point Tribes: Ascend will probably remain a game I at one point played every night.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#55

Earlier quoted context omitted.

But in retrospect, even Tribes 2 wasn't that much of a disappointment. The hard-core types that frequented Tribalwar complained incessantly about it, and I grant you that the weeks following its release were bumpy, but there were a lot of people who enjoyed the game considerably. Now Tribes:Vengeance and the free-to-play nonsense that is Tribes Ascend? Those have brought the franchise to a near-standstill.

You're joking, right? It took something like 3 months of near-constant patches before Tribes 2 would even run on my machine. It was the buggiest game I've ever bought, and I was shocked that they'd chosen to release it in that broken state. By the time they'd patched it well-enough that it actually ran somewhat reliably, my friends and I had completely lost interest in it. Tribes 2 was a franchise-killer. I never eve…

Playing Tribes 2 was where I learned about Unhandled Exceptions and exception handling. (I wasn't coding regularly then.) The game regularly crashed with "UE"s several times an hour for the first few months. At one point, I downgraded to a TNT2 to get it to play.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#56
I thought the last section was pretty funny:

"Acknowledgments Though several of the ideas presented here are unique to TRIBES, others have been assimilated from other sources over countless years of reading and the authors, being too lazy to research their sources, would like to thank everyone in one sentence."

Re: The TRIBES Engine Networking Model (2009) [pdf]

#57

Earlier quoted context omitted.

The battlefield series tends to support a large number of players on very large maps. No jetpack assisted skiing though.

Battlefield 1942 came out 4 years later. Although it was incredible fun too. Its network code was infamous. Unloading entire magazines at point blank range was certainly no guarantee that you'd even scratch your target.

BF1942 is still the best game ever, though 64 player servers were not practical. 32 player games were amazing fun. I hope I can one day find its spiritual successor.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#59
post #12

Part of why Tribes was such an incredible experience was it had 64 player servers. The maps were constant chaos. Haven't quite experienced anything like that since.

PlanetSide and PlanetSide 2. While hard to get into, when platoon level operations are at their best it's something I've yet to experience in another game. I expect Eve would be the other example, but with time dilation and combat mechanics, the game is more strategic than tactical in my understanding.

PlanetSide was by far the most unique shooter I've played. Easily my favorite game, to date.

The level of camaraderie, intensity, found in large outfit/platoon fights was unparalleled. PlanetSide 2 can't compare.

It's really a shame that the game had to go downhill like it did. SOE has a habit of killing incredible games.

Re: The TRIBES Engine Networking Model (2009) [pdf]

#60

Random but related: does anyone know of a good library (in C#, Javascript, or really anything higher-level than C preferably) that implements this? By "this" I mean a UDP-based system capable of sending both "it's stale when it's sent" data that can be dropped if it's lost and "this must be delivered" messages that will be re-sent if not delivered? I would need it for a Unity project, so if it's Unity-ready already t…

WebRTC Data Channels http://www.html5rocks.com/en/tutorials/webrtc/datachannels/ let you freely mix reliable and unreliable data. I donno if there's any bindings from the webrtc library to unity yet. EDIT: https://www.assetstore.unity3d.com/en/#!/content/47846

Tangentially: does anyone know of any great server-side implementations of this? So that a regular server could be a WebRTC peer?
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