Today Ruck and I decided to have a game of ping pong.
-Ruck walks into the arena...
-... and pulls out a laptop. He sits down and opens up his server...
-... taking out some sweatbands and putting them on.
-Jon walks into the arena (booing coming from the crowd, recognizing an unworthy opponent to Ruck), and does the same. He opens up a client.
So here's how today went; Ruck and I decided to crack some of these bugs. We worked out a method to go back and forth between the client and server and fix the bugs which hide in the middle of that process. I managed to take a brief log of what we did, but I forgot a few things along the way. Main thing being is that we both looked over all the code in both client and server and cleaned it all up. Here's the log:
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-ID - 234 - -checking if the person doesn't exist and sending back an error message for that
-obj_Go and Register step events cleared up
-obj Register step, deleted. Now only one object's step handles receiving packets
-Server obj_Player step event cleaned.
-Deleted old server message ids that where useless.
-Added having to hold r/b to run/bike.
-Many things deleted that are unnecessary
-That of which includes cutting down on a messageID, 250 to 000 - local chat.
-Cleaned and checked all server/client.
-Cleaned and checked all client objects and online code.
--Much more general bug fixing.
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Why did I make this post? It seems that nothing is being done perhaps, but really lots is going on behind scenes. We put in many hours today

. That and because I can!
~Jon.