Re: Multiplayer mod?

#211
hello! I wasnt there for some time,how is mod progressing? Do you used my commands,im just curious...? I fixed graphic card crashing now i can enjoy playing it! :D
I agree, multiplayer in SCP would completely ruin the mechanics of
the game as well as take away from some of the horror. It would
probably make more sense to screenshare and chat with friends, but
hey I'd still be interested to see what a multiplayer mod looks lik
oh,its like System Shock 2.Playing multiplayer first before singleplayer ruins whole game!But multiplayer is buggy.... :?
Working projects:
Spoiler
SCP Minecraft mod

Re: Multiplayer mod?

#212
sorry for terrible grammar,typing on phone is hard,gery hard.i was thinking that multiplayer can be just for fun and dat...
Working projects:
Spoiler
SCP Minecraft mod

Re: Multiplayer mod?

#213
Daxmarko wrote:sorry for terrible grammar,typing on phone is hard,gery hard.i was thinking that multiplayer can be just for fun and dat...
exactly. not just that though. being scared to death with your buddies.
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Science for the Science God!

Re: Multiplayer mod?

#214
The multiplayer mod looks really cool, but there would have to be massive changes to the game. Most notably, you'd have to double all the items in the game since there would be tow people in the game. Also, you're going to have to see to :106:. After hhe takes you to his dimension, I think he disappears. If the player gets out and tries to recontain 106 while he's trying to kill player 2, well I don't even know. Plus, :096: needs to pursue both players.

By the way, what happens when one player dies? I hink they should spawn in 173's chamber.

Last though, both players need to spawn together. Make a duplicate of the D-class spawn room and a duplicate of the guard. Then, both players can start at the same point.

Re: Multiplayer mod?

#215
Ltn Vasquez wrote:The multiplayer mod looks really cool, but there would have to be massive changes to the game. Most notably, you'd have to double all the items in the game since there would be tow people in the game. Also, you're going to have to see to :106:. After hhe takes you to his dimension, I think he disappears. If the player gets out and tries to recontain 106 while he's trying to kill player 2, well I don't even know. Plus, :096: needs to pursue both players.

By the way, what happens when one player dies? I hink they should spawn in 173's chamber.

Last though, both players need to spawn together. Make a duplicate of the D-class spawn room and a duplicate of the guard. Then, both players can start at the same point.
What if you don't duplicate items and as such sharing shall be required?
Besides not like you could find two SCP-714's.
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Re: Multiplayer mod?

#217
rarityismahwaifu wrote:
Ltn Vasquez wrote:The multiplayer mod looks really cool, but there would have to be massive changes to the game. Most notably, you'd have to double all the items in the game since there would be tow people in the game. Also, you're going to have to see to :106:. After hhe takes you to his dimension, I think he disappears. If the player gets out and tries to recontain 106 while he's trying to kill player 2, well I don't even know. Plus, :096: needs to pursue both players.

By the way, what happens when one player dies? I hink they should spawn in 173's chamber.

Last though, both players need to spawn together. Make a duplicate of the D-class spawn room and a duplicate of the guard. Then, both players can start at the same point.
What if you don't duplicate items and as such sharing shall be required?
Besides not like you could find two SCP-714's.
You expect to people to share a gas mask on a cat walk? If one gets to the other side where SCP 173 is, then you're boned unless you use precise teamwork.

Speaking of teamwork, there needs to be a voice and text chat for players to communicate.

Re: Multiplayer mod?

#218
Ltn Vasquez wrote:
rarityismahwaifu wrote:
Ltn Vasquez wrote:The multiplayer mod looks really cool, but there would have to be massive changes to the game. Most notably, you'd have to double all the items in the game since there would be tow people in the game. Also, you're going to have to see to :106:. After hhe takes you to his dimension, I think he disappears. If the player gets out and tries to recontain 106 while he's trying to kill player 2, well I don't even know. Plus, :096: needs to pursue both players.

By the way, what happens when one player dies? I hink they should spawn in 173's chamber.

Last though, both players need to spawn together. Make a duplicate of the D-class spawn room and a duplicate of the guard. Then, both players can start at the same point.
What if you don't duplicate items and as such sharing shall be required?
Besides not like you could find two SCP-714's.
You expect to people to share a gas mask on a cat walk? If one gets to the other side where SCP 173 is, then you're boned unless you use precise teamwork.

Speaking of teamwork, there needs to be a voice and text chat for players to communicate.
Gas masks are a different matter.
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Re: Multiplayer mod?

#219
I'm just about done my RL shenanigans (HS done in 3 weeks, last day of work in 4) so hopefully I'll be able to go ham on this project for the two months before I head to uni. About 75% of the events are ready for testing, but in order to get an early alpha out there, I'm thinking that it might be a good idea to skip the intro/exits and possibly the PD (Heck, it might be easier to leave 106 out of apha1). Before you all yell at me, remember that you signed up as 'testers' and not for 'early access to multiplayer for a grand ol' time.' As for Adam, he's been as busy as I have, If I end up finishing events early in July I'll attempt to apply the same network mechanics to NPC's as I did to the events. At the end of the day, it's his project so I'll let him decide what needs to be done.
M-x dingus-mode

Re: Multiplayer mod?

#220
MonocleBios wrote:I'm just about done my RL shenanigans (HS done in 3 weeks, last day of work in 4) so hopefully I'll be able to go ham on this project for the two months before I head to uni. About 75% of the events are ready for testing, but in order to get an early alpha out there, I'm thinking that it might be a good idea to skip the intro/exits and possibly the PD (Heck, it might be easier to leave 106 out of apha1). Before you all yell at me, remember that you signed up as 'testers' and not for 'early access to multiplayer for a grand ol' time.' As for Adam, he's been as busy as I have, If I end up finishing events early in July I'll attempt to apply the same network mechanics to NPC's as I did to the events. At the end of the day, it's his project so I'll let him decide what needs to be done.
Yay! I can't wait to play with a friend.
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