I looked at the NPC code. I hope we won't have to rewrite the whole AI, but we gonna discuss it with MonocleBios... Beta is not so far, but not close yet. Just keep waiting, can't really tell when its out.
We need to do 2 things before beta release:
-Event syncing
-Whole NPC stuff
Re: Multiplayer mod?
#132This is great! Keep up the work! I like it! Don't know.. but will it be long for event syncing and NPC stuff?ShadowZ wrote:I looked at the NPC code. I hope we won't have to rewrite the whole AI, but we gonna discuss it with MonocleBios... Beta is not so far, but not close yet. Just keep waiting, can't really tell when its out.
We need to do 2 things before beta release:
-Event syncing
-Whole NPC stuff
Re: Multiplayer mod?
#133Event syncing can't be that hard; if you sync the EventTimer, most events will work right out the box.ShadowZ wrote:I looked at the NPC code. I hope we won't have to rewrite the whole AI, but we gonna discuss it with MonocleBios... Beta is not so far, but not close yet. Just keep waiting, can't really tell when its out.
We need to do 2 things before beta release:
-Event syncing
-Whole NPC stuff
Re: Multiplayer mod?
#134InnocentSam wrote: Event syncing can't be that hard; if you sync the EventTimer, most events will work right out the box.
InnocentSam wrote: EventTimer
Ah, that's the variable I mentioned earlier, if the EventTimer is started on host, send to all clients.InnocentSam wrote: EventTimer
Re: Multiplayer mod?
#135For some events that works, however any event that has nested logic will have to manually send npc/sound/logical state information to the host as it occurs.InnocentSam wrote: Event syncing can't be that hard; if you sync the EventTimer, most events will work right out the box.
So I'm thinking of only allowing one person in the pocket dimension at a time(Or having individual pocket dimensions could work as well). It sounds somewhat more canonical to me, as well as making it much easier to sync with the host.
NPCs are definitely going to be the hardest due to the complexity of them and the lack of a proper target system.(Only meant to target one player)
I'm thinking of having the host keep track of the npc ai, and any clients send requests for movements(173 'vent transportation' being the most significant)
M-x dingus-mode
Re: Multiplayer mod?
#136The pocket dimension should have a 106 for each player, but other people are not drawn nor collided with, they could also NOT be synced when in the PD, but make sure if they cheat and TP out, that they do get re-synced.MonocleBios wrote: So I'm thinking of only allowing one person in the pocket dimension at a time(Or having individual pocket dimensions could work as well). It sounds somewhat more canonical to me, as well as making it much easier to sync with the host.
Re: Multiplayer mod?
#137(How to delete this?)
Last edited by ShadowZ on Fri Mar 22, 2013 12:55 pm, edited 1 time in total.
Re: Multiplayer mod?
#138Uh, sorry to tell that but...
No anticheat system in beta!
Tada, maybe we will add this in future, but deafinitely not in beta. Packets won't be validated, inventory not synced. Sorry. Not worth implemeting, really. At least not for now.
Ah, also the source won't be probably released in beta stage (not sure about this), so no 'easy cheating'. When we release it... Well, anyone a bit oriented in bb will probably be able to turn on console in multiplayer xD And commands won't be blocked (cant be done without validation packet).
No anticheat system in beta!

Ah, also the source won't be probably released in beta stage (not sure about this), so no 'easy cheating'. When we release it... Well, anyone a bit oriented in bb will probably be able to turn on console in multiplayer xD And commands won't be blocked (cant be done without validation packet).
Re: Multiplayer mod?
#139I think you should leave the console in, but in the same way as the Source engine has the console. Clients can only "cheat" if the host has "client_cheat" enabled, for example. Cheats make replayable games more replayable, especially with friends.ShadowZ wrote:Uh, sorry to tell that but...
No anticheat system in beta!Tada, maybe we will add this in future, but deafinitely not in beta. Packets won't be validated, inventory not synced. Sorry. Not worth implemeting, really. At least not for now.
Ah, also the source won't be probably released in beta stage (not sure about this), so no 'easy cheating'. When we release it... Well, anyone a bit oriented in bb will probably be able to turn on console in multiplayer xD And commands won't be blocked (cant be done without validation packet).