Re: Multiplayer mod?

#81
Omniary wrote:Nice, I'm really excited to actually see how they look. Also, have you considered for the characters spawning to also have the scientist texture as opposed to the D-Class ones? They could spawn with a random keycard and probably an S-NAV and personal navigator. If so, they could spawn in a random office as opposed to the start room.

And same with the D-Classes, they shouldn't all be the one white guy. Also, the scientist texture is just an edited additional texture, so the face and other parts can be pasted over the D-Classes current textures so you'll have an additional D-Class texture for use. I've also made a few ones if you'll need them.
YES, please ShadowZ, program it so that the players will spawn in random seperate parts of the map so they're all split up and can meet each other. That makes the multiplayer mod 200% more rustling. Imagine 2 people doing a gameplay commentary and trying to communicate about they're surroundings so they can find one another, then suddenly one is trapped upstairs in the office room with the door closed because he saw SCP-[REDACTED] is [DATA EXPUNGED] below on the first level, while the other player may then have to try and lure it out with a clever method to save him.

Re: Multiplayer mod?

#83
The two things I love to programm are networking and AI ;3 So we are on a good way to make the game a bit harder. Crouching doesn't work yet, but strafe walking does ;) Only sprint is the problem, since there is only forward sprint anim, and you can sprint in ALL directions... I think I gonna change it, so you can only spin forward.

Yes, anims are synced with the floor, you can change the anim speed with animspeed xxxx command, where xxxx is float number (default 4.0, If I remember well), this is multipied by actual player speed, so it looks quite good. There is only a problem between animations, if player suddenly changes direction, the animation changes instantly, making it look like he had teleported a bit... I don't think Im able to fix that, anyway, It doesn't occur so often...

About spawning. Everything is okay, cool and so on. But. You may not know, that after the intro sequence, you are teleported :) Whole life in lies. The moment when scp kills guard, and then there is a quite long no-lights time. Then you are teleported, and you can play. I gonna play a bit with coordinates, so we can see what can I do ;)

Re: Multiplayer mod?

#84
While I have always advocated against inclusion of multiplayer in a survival horror game, I am intrigued to see how this mod goes and if it can do the whole concept of multiplayer survival well. I look forward to seeing gameplay footage, as well as getting my hands on the mod in whatever stage it is in.

Congratulations on your work so far, let's hope it continues to do well!
SCP:CB Administrator. 99% of my statements are my own and do not represent the official developers viewpoint.

Re: Multiplayer mod?

#85
Steelpoint wrote:While I have always advocated against inclusion of multiplayer in a survival horror game, I am intrigued to see how this mod goes and if it can do the whole concept of multiplayer survival well. I look forward to seeing gameplay footage, as well as getting my hands on the mod in whatever stage it is in.

Congratulations on your work so far, let's hope it continues to do well!
There already is some early footage.
http://www.youtube.com/watch?v=jbqaE-3xkI8

And also, I agree with Juicy. It wouldn't make too much sense to be randomly teleported.
SCP-1003: Use 079 to watch porn
Simon: good idea
SCP-1003: yis
Simon: me's will be gusta'd

Re: Multiplayer mod?

#89
ShadowZ wrote:Yeah, but I don't really need to do this ^^ I'd have to change it back later ;)
The intro works by having a step step amount, so I'd assume if you linked it up with all the clients,
the client itself would handle the fog.
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