
Re: Multiplayer mod?
#152Createitem should already be ready to create an objext at X Y and Z, if you just called this command on all clients from Use914, you should be fine.MonocleBios wrote: I cannot re-write the createitem function without adding a significant amount of argument changes throughout the program.(To be fair there aren't that many, but bubblegum code tends to work the best when working with this engine so....) By sending a few packets with use914's arguments, I can do this with only one significant wrap inside the event.
If there were a large number functions that create new item instances I would consider re-writing the createitem function to save time in the long run.
Re: Multiplayer mod?
#153CreateItem is called in 40+ points in use914..... It's much faster(and cleaner) to just tell the clients to call use914 with its arguments rather than wrapping the multiple possible createitem calls.mrpeanut188 wrote:Createitem should already be ready to create an objext at X Y and Z, if you just called this command on all clients from Use914, you should be fine.MonocleBios wrote: I cannot re-write the createitem function without adding a significant amount of argument changes throughout the program.(To be fair there aren't that many, but bubblegum code tends to work the best when working with this engine so....) By sending a few packets with use914's arguments, I can do this with only one significant wrap inside the event.
If there were a large number functions that create new item instances I would consider re-writing the createitem function to save time in the long run.
M-x dingus-mode
Re: Multiplayer mod?
#154ಠ_ಠMonocleBios wrote: CreateItem is called in 40+ points in use914..... It's much faster(and cleaner) to just tell the clients to call use914 with its arguments rather than wrapping the multiple possible createitem calls.
Regalis, is the sourcecode really that hard?
CB 0.6.9, the engine update.
Re: Multiplayer mod?
#155What's the progress? i can't wait to play with someone and
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(yes, that is Omniary's Avatar.)
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I Survived SCP-106's Pocket Dimension And All I Got Was This Stupid ID Card
Re: Multiplayer mod?
#156We still need to sync events, npcs, and levers(I'll probably cheat for levers in the beta release and fix them later).That Same Anon wrote:What's the progress? i can't wait to play with someone
TBH I have no idea how long this is going to take. I'd say about a month give or take a few weeks depending on how much of a pain the npcs are to sync without re-writing them from near scratch.
M-x dingus-mode
Re: Multiplayer mod?
#158mrpeanut188 wrote:That Same Anon wrote:


I Survived SCP-106's Pocket Dimension And All I Got Was This Stupid ID Card
Re: Multiplayer mod?
#159There won't be any multiplayer option in the original game, you will have to donwload this mod.Scarlet-Marines wrote:Hello, I am new here. But a Multiplayer option will be a good idea.
DON'T SHOOT! LET THEM BURN!
Re: Multiplayer mod?
#160All games have a good multiplayer mod. One single player mode to go alone for more horror and a multiplayer mode to work together as a team. This is ridiculous. Please place a co-op thing into this.garbo wrote:There won't be any multiplayer option in the original game, you will have to donwload this mod.Scarlet-Marines wrote:Hello, I am new here. But a Multiplayer option will be a good idea.
Last edited by Soulzarath on Sun May 19, 2013 3:45 am, edited 1 time in total.
Sometimes i need to know when to stop so i dont get my ass handled
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