Re: Multiplayer mod?

#31
You could separate the head from the body and have them as two models.
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I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: Multiplayer mod?

#32
Thank you for support ;)

About the second one - I knew about EntityInView, but I'm not sure how it works... I need to create camera, can that cam be hidden (So not rendering to backbuffer)? I'll probably have to add Camera as a Field of Client class... Well, nothing special...


I have a quite good (I hope) idea... I thought of making radio more usefull, I wondered if I can make voice stream, but that seemed too hard (If even possible in b3d)... I decided I gonna add some custom sounds, and when you have radio, you can press, for example 1, and then the rest players will hear "173 here", or 2 for "Help me!". How do you like it? About NAV, Im sure you will be able to see players there ;)

Maybe I will add some cams in the room where you can disable remote door controll, so you can see where are other players, but I'm not sure if it's a good idea since Im making just multiplayer mod...

Also there is a importatnt question about the death, what should I do after Player's death? I thought of 2 options, The player respawns in a closed cell (like in the beginning), and then the doors open (ofc, inventory is clear), and in the place he died his items are spawned. The second option, the player will be kicked from server instead of being respawned, rest is same like in 1st. I think I gonna add this as server option, euclid for respawns, keter for permament death.

Now a little info about the source code. I don't know If Im made to release it by license. So, basicaly, if I release it (without any anti cheat, Im not able to write it, and even If I am, it's not worth the job), any "non-friend" game, will cause a lot of item-spawners, speedhackers, noclipers and so on... Well, I don't think that's more than the learning value of my crappy code, if somebody would like to see how It's done... It's up to you guys, Personally I don't think this mod will become "worldwide game #1", so probably there is no need to keep source closed... Oh, and btw, even if I keep it for myself, there are guys that can decompile the .exe and inject their code (If anyone would have a good purpose to do this...).


Comments and ideas please :)

Re: Multiplayer mod?

#33
BIG POST!
ShadowZ wrote:Thank you for support ;)
Why, your very welcome. :)
ShadowZ wrote: About the second one - I knew about EntityInView, but I'm not sure how it works... I need to create camera, can that cam be hidden (So not rendering to backbuffer)? I'll probably have to add Camera as a Field of Client class... Well, nothing special...
I'll look up the documentary tomorrow., see if I can shed some light on the function.
ShadowZ wrote: I have a quite good (I hope) idea... I thought of making radio more usefull, I wondered if I can make voice stream, but that seemed too hard (If even possible in b3d)... I decided I gonna add some custom sounds, and when you have radio, you can press, for example 1, and then the rest players will hear "173 here", or 2 for "Help me!". How do you like it?
There is a Teamspeak Wrapper for Blitz3D available, but it's in German. You can view the translated page here.
ShadowZ wrote:About NAV, Im sure you will be able to see players there ;)
+1
ShadowZ wrote: Maybe I will add some cams in the room where you can disable remote door controll, so you can see where are other players, but I'm not sure if it's a good idea since Im making just multiplayer mod...
Maybe add a "Camera" object, spawn only one, and whoever is carrying it (always equipped with an overlay) sends feed to the control room. Again, your choice, it's YOUR mod, and I'd love to see something like that.
ShadowZ wrote: Also there is a importatnt question about the death, what should I do after Player's death? I thought of 2 options, The player respawns in a closed cell (like in the beginning), and then the doors open (ofc, inventory is clear), and in the place he died his items are spawned. The second option, the player will be kicked from server instead of being respawned, rest is same like in 1st. I think I gonna add this as server option, euclid for respawns, keter for permament death.
Kind of like Minecraft difficulty, except when dead, you would enter spectate until they spawn you again by visiting the cells. Also, like the room only has 4 cells, there is only 4 lives for EVERYONE, then death if permanent.
Keter should have you just go into spectate mode, where your cam just follows another player.
ShadowZ wrote: Now a little info about the source code. I don't know If Im made to release it by license. So, basicaly, if I release it (without any anti cheat, Im not able to write it, and even If I am, it's not worth the job), any "non-friend" game, will cause a lot of item-spawners, speedhackers, noclipers and so on... Well, I don't think that's more than the learning value of my crappy code, if somebody would like to see how It's done... It's up to you guys, Personally I don't think this mod will become "worldwide game #1", so probably there is no need to keep source closed...
Why would people cheat in a game like this in MULTIPLAYER? You should not release the code PUBLICLY if you want to keep it to a minimum, but you should still give it out to people upon request, I'm sure I'd like to see your code.
ShadowZ wrote: Oh, and btw, even if I keep it for myself, there are guys that can decompile the .exe and inject their code (If anyone would have a good purpose to do this...).
Above, like I said this is a lot more complicated, but people can still go into the source, delete random segments, compile, and join/host a game.
ShadowZ wrote: Comments and ideas please :)
Done, done, and done. :)
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Re: Multiplayer mod?

#34
ShadowZ wrote:
Showing respect :D Quite weird, at least for me... Well, If that's how you show respect, then okay...

Im not angry, I got used to "hate", becouse most things I do are just invisible for ppl who aren't into programming...

I updated to 6.6, becouse I started modding from 6.2 (Biggest fail eve, I had 2 folders with source and just realised that I copied the wrong one...), using FileDiff... It took me whole day ;x

Tomorrow event sync, and when I finish this, the mod will become so-so playable :)
Like i said it's not sarcasm... :/
And i am excited about your news... :)

Re: Multiplayer mod?

#35
Nice work so far, I love the creativity that comes with this. I think that using radios as a means of communication is brilliant, if it's possible, I'd think the utilizing voice streaming would be better, and having a particular channel to always use would be really quite fun. Also, I think the radios should automatically spawn in the closets in the first room, next to the batteries.

On a side note, do you think it's possible for the players to start on different sides of the map? It'd be a lot more interesting to try to find each other in this situation, than to brave along side eachother the whole time. Perhaps one client can spawn in 106's chamber, as it will probably be farther in than the game than most containment chambers.
It slep time bunner.

Re: Multiplayer mod?

#37
Spawning in 106 chamber will probably result in instant 106 capture, and thats too bad ;c Anyway, I think that when the cells are opened, the players won't be able to go to to the 173 chamber, and they will have to find another way... Spawning somewhere far in the map is okay, maybe I will just make 2 corridors with Class-D rooms, so then the players may spawn far away from each other. I gonna read about the blitz teamSpeak, maybe if it's not too hard I gonna implement the voice streaming (not promising anything).

I can't really tell when I release it, I hope first playable versions will be available in a month maybe, but it all depends on how much time will I have...

I tried to update to 6.6 from 6.2 (which I started from...), but I got a lot of errors, and MAV's... If someone knows a good way to update it, I'd be pleased... Good algo for updater is something like this:
1) Find diff between my code and verion I started
2) Find diff between the update and version I started
3) Copy mine code only over the new update.
4) If I ingered in something that was changed in new update, ask what to do

If somebody knows something that works like this, please halp meh ;)

Oh, and btw, I don't like git, but if there is no other way... :c I gonna need some help in this...

Re: Multiplayer mod?

#40
CommanderPro100 wrote:What would happen when 106 captures one of you? Would both players be transported to the Pocket Dimension or would only one?
Well hopefully it would transport both, Especially if you are both smart enough too travel together.

Also, wouldn't having 2 players make it easier too find a strategy to escape SCP-173?