Re: Multiplayer mod?

#152
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.
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.
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Re: Multiplayer mod?

#153
mrpeanut188 wrote:
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.
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.
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.
M-x dingus-mode

Re: Multiplayer mod?

#154
MonocleBios 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.
ಠ_ಠ

Regalis, is the sourcecode really that hard?

CB 0.6.9, the engine update.
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Re: Multiplayer mod?

#156
That Same Anon wrote:What's the progress? i can't wait to play with someone
We still need to sync events, npcs, and levers(I'll probably cheat for levers in the beta release and fix them later).
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?

#159
Scarlet-Marines wrote:Hello, I am new here. But a Multiplayer option will be a good idea.
There won't be any multiplayer option in the original game, you will have to donwload this mod.
DON'T SHOOT! LET THEM BURN!

Re: Multiplayer mod?

#160
garbo wrote:
Scarlet-Marines wrote:Hello, I am new here. But a Multiplayer option will be a good idea.
There won't be any multiplayer option in the original game, you will have to donwload this mod.
All 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.
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

KCF