BZ2_MPDLLs
所属分类:系统编程
开发工具:Visual C++
文件大小:245KB
下载次数:4
上传日期:2009-07-15 16:37:59
上 传 者:
dancindream
说明: Battlezone 2 v1.2 MP DLL Source code
文件列表:
BZ2_MPDLLs\Debug\bzone.exp (40071, 2000-05-04)
BZ2_MPDLLs\Debug\bzone.lib (67368, 2000-05-04)
BZ2_MPDLLs\Debug\bzoneServer.exp (40095, 2000-05-04)
BZ2_MPDLLs\Debug\bzoneServer.lib (69066, 2000-05-04)
BZ2_MPDLLs\Debug\missions\Deathmatch02.dll (53248, 2000-05-05)
BZ2_MPDLLs\Debug\missions\Deathmatch02Server.dll (53248, 2000-05-05)
BZ2_MPDLLs\Debug\missions\mpinstant2.dll (81920, 2000-08-10)
BZ2_MPDLLs\Debug\missions\mpinstant2Server.dll (81920, 2000-08-10)
BZ2_MPDLLs\Debug\missions\strategy2A.dll (61440, 2000-08-10)
BZ2_MPDLLs\Debug\missions\Strategy2AServer.dll (69712, 2000-08-10)
BZ2_MPDLLs\Missions\Deathmatch01\deathmatch01.cpp (26537, 2000-05-05)
BZ2_MPDLLs\Missions\Deathmatch01\deathmatch01.dsp (8331, 2000-05-05)
BZ2_MPDLLs\Missions\Deathmatch01\deathmatch01.dsw (547, 2000-05-05)
BZ2_MPDLLs\Missions\mpinstant\MPInstant.cpp (19170, 2000-06-21)
BZ2_MPDLLs\Missions\mpinstant\mpinstant.dsp (6154, 2000-08-10)
BZ2_MPDLLs\Missions\mpinstant\mpinstant.dsw (541, 2000-08-10)
BZ2_MPDLLs\Missions\mpinstant\StratInstant.cpp (22828, 2000-08-10)
BZ2_MPDLLs\Missions\Shared\DllBase.cpp (4678, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\DllBase.h (1536, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\MPVehicles.cpp (4490, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\MPVehicles.h (841, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\MultSTMission.h (47, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\PUPMgr.cpp (3113, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\PUPMgr.h (1056, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\SubMission.cpp (1201, 2000-02-25)
BZ2_MPDLLs\Missions\Shared\SubMission.h (867, 2000-04-05)
BZ2_MPDLLs\Missions\Strategy02\strategy02.cpp (22303, 2000-08-10)
BZ2_MPDLLs\Missions\Strategy02\strategy02.dsp (7613, 2000-08-10)
BZ2_MPDLLs\Missions\Strategy02\strategy02.dsw (543, 2000-08-10)
BZ2_MPDLLs\Source\fun3d\AiCmds.h (868, 1999-11-13)
BZ2_MPDLLs\Source\fun3d\ScriptUtils.h (36799, 2000-02-21)
BZ2_MPDLLs\Source\network\vars.txt (3870, 2000-08-10)
BZ2_MPDLLs\Debug\missions (0, 2000-08-10)
BZ2_MPDLLs\Missions\Deathmatch01 (0, 2000-08-10)
BZ2_MPDLLs\Missions\mpinstant (0, 2000-08-10)
BZ2_MPDLLs\Missions\Shared (0, 2000-08-10)
BZ2_MPDLLs\Missions\Strategy02 (0, 2000-08-10)
BZ2_MPDLLs\Source\fun3d (0, 2000-08-10)
BZ2_MPDLLs\Source\network (0, 2000-08-10)
... ...
Notes on Battlezone 2 v1.2 MP DLL Source code.
Disclaimer: this source code release is UNSUPPORTED by Activision,
Pandemic Studios, and the like. While it is a complete archive of an
functional multiplayer DLL source code and MS Visual C++ 6.x project,
it comes with no warranty, no official support, or anything else.
Included in this archive is a complete set of source code needed to
build Battlezone 2's Deathmatch DLL for version 1.2. Inside the
Missions/Deathmatch01 folder, there is a Deathmatch01.dsw project file
for MS Visual C++ (aka MSVC). Opening this project in that environment
will let you build up a DLL to the Debug/Missions folder off the root
of this archive. Similarly, the Missions/Strategy02 and
Missions/MPInstant folders contain source code for the other DLLs.
Please note: the link settings for this DLL have been modified so
that it builds to Deathmatch02.dll, Strategy2A.dll and MPInstant2.dll;
this has been done so that you do not overwrite the official
DLLs. Please ensure that any DLLs you create do not have the same name
as an existing official DLL; inconsistent DLLs across various machines
may cause sync errors, crashes, or worse.
Also, this project is set up to make two release versions of the
DLL, one for a normal bzone.exe, and one for a bzoneServer.exe, i.e.
a dedicated server. The difference between them is which .lib they
link against. Both versions of the DLL must be built if you want a DLL
to run from a dedicated server-- a DS cannot load a standard DLL. The
DS version of a DLL has 'server' pre-mangled onto the .dll name just
before '.dll' as the project shows.
Comments on multiplayer programming: because BZ2 runs in a lockstep
fashion, every DLL running on all of the machines must behave
identically in terms of anything that affects gamestate. Thus, do not
do anything based on the local player, but if you're doing something,
loop over all players, e.g. a loop like
for(int CheckTeam=0;CheckTeam
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