networking

  1. DizzyThermal

    Exporting Server Stats

    Hey all, Is there a way to query/request information from an sm64coopdx server (i.e., REST) ? My goal is to get some status, like, Player Count from a server (i.e., 3/16). One thought I had was to have the server periodically write out the information to a ModFS file. Then I could have some...
  2. Doble__Zeta

    ISSUE, I can't connect to coop.net

    i tried changing DNS,, look for the permissons on firewall,, (they're normal) and nothing seems to solute my issue, it always says "Lost Connection to CoopNet" idk how to solve this, i want to play online w my friends aaaaaaaaaaa i also tried turning off my firewall and it says the same "Lost...
  3. Spring E. Thing

    Behaviours - INTERACT_COIN Hitbox Not Working?

    TL;DR I've done a lot of digging into how coins work in the SM64 Decomp source and largely deduced how the interaction between Mario and coins works. I've made a behaviour that sets a hitbox to replicate this, and I can prove the hitbox works already with obj_check_hitbox_overlap(), however for...
  4. Spring E. Thing

    Lua Moveset Edit - 1 Player Works Fine, More Than 1 Player Breaks Everything

    DOWNLOAD THE SOURCE FOR THIS POST HERE TL;DR My .lua moveset edit has wildly different behaviour between a server with only one player present and a server with multiple players present. I'm quite sure the reason is that I don't understand peer-to-peer network topology very well, but I need a...
  5. Spring E. Thing

    network_send() - How does it work?

    local function checkSend(m) if(m.playerIndex == 0 and (m.controller.buttonPressed & A_BUTTON ~=0)) then network_send(true,{sig="testSig",msg="you have received my packet"}) end end local function checkReceive(packet) log_to_console("well SOMETHING was sent")...