Author Topic: RTS  (Read 20146 times)

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Offline bigchunk1

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Kyad showed me something pretty sweet just a few minutes ago.



This screenshot was taken from a multiplayer game with one player flying a Ulysses and the other player... being commander of the local fleet... that's right...

As some of you may know, this mod uses Nuke's RTS scripting. What's new about it is Sara got it to work and helped implement it for multiplayer. Imagine playing in a coop, only command is another player in the game. And here's the best part... It actually works. It just needs some more development/polish/implementation. 

WIHmulti is looking to take advantage of this script and develop missions for it. Command Serker Team while your allies fly escort. Command fighter wings to cover your allies who are captains of Karuna frigates. The possibilities are pretty astounding, as well as numerous.

So what's the interest level in this endeavor and what would you like to see us do with it?

« Last Edit: April 30, 2011, 12:46:57 am by bigchunk1 »
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Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Nuclear1

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Spoon - I stand in awe by your flawless fredding. Truely, never before have I witnessed such magnificant display of beamz.
Axem -  I don't know what I'll do with my life now. Maybe I'll become a Nun, or take up Macrame. But where ever I go... I will remember you!
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Nuclear1 - I want a duet.
AndrewofDoom - Make it a trio!

 

Offline bigchunk1

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Yes that's true. Maybe this thread's title should be 'Another WIH RTS?!'

The main difference is that this version uses FSO, while Matth's project involves the Homeworld 2 engine.
BP Multi
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Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Scotty

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At this rate, mods for BP will outstrip and outnumber mods for FS2. :blah:

That said, this looks frickin' sweet!

 
This is a great idea that I'm surprised hasn't been attempted more often in gaming.

I will play the ever-loving **** out of this if it becomes a real thing.

 

Offline KyadCK

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To awnser the question, i am very intrested and am already in the process of developing a mission for it

My only problem is this: exactly how big does the hostile fleet need to be knowing a player will be controling everything? Especially one who knows the strengths, weaknesses, and jump-in distances of the ships under their command?

And scotty: this works just as well with the normal mvps as BP, and the original demo mission i made for it used the mvps
« Last Edit: April 30, 2011, 02:45:43 am by KyadCK »
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Offline -Sara-

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AardWolf gets the credit for making that. I dug it up a long time ago from someone's signature and decided recently to adjust it a little, removing a hulking interface which covered half the screen and adding proper camera distances. The real fun is, it works in MULTIPLAYER! That's where the fun comes in, as the host running the mod (and the other players not running it) gets godly powers:

* The host can move ships around, friendly ones, or with some editing enemy ones. They jump out and back in at a spot chosen by the host (which he or she picks from overhead view). Essentially like the nano-jumps we saw in Inferno.
* With that, the host can choose to reposition ships to make it more difficult for other players to proceed. For example, what if the SJ Sathanas in High Noon suddenly jumps BEHIND the Colossus half-way? (See picture at bottom of post).
* Totally 'Black&White' style, the host can pick up a player and hurl them across the screen into a fiery death!  :yes:
* Only the host can use the RTS module, as for all other players, FS2net/multi constantly reads where the ships are on the player their PC.
* Other players play the game normally and see ships move about (warp effects do not yet show on other players their screens but this can likely be fredded).

Kyad wanted to fiddle with it to make some multi missions on it, so I passed him as well as Battuta and Zacam the code (which is all written in LUA). There should be some multiplayer missions released for it by Kyad eventually. The code either way has a lot of posibilities and I believe it can easily be extended with options such as spawning ships of choice, etc. For a video of how the gameplay actually plays, I recorded this a few days ago. The HUD is a bit silly, but I fixed that in a later version as can be seen in the bottom image. Here, it's played in a BP multi misson (the Pillaging): http://www.youtube.com/watch?v=uN8GDM4pyBU

As last, a cool image of High Noon where I just warped the SJ Sathanas behind the Colossus, the latter firing all it's beam cannons in utter desperation:



lvlshot FTW -- The E
« Last Edit: April 30, 2011, 10:05:51 am by The E »
Currently playing: real life.

"Paying bills, working, this game called real life is so much fun!" - Said nobody ever.

 
That was amazing. I continue to be floored by what the SCP is capable of.

(And I want to win High Noon by throwing Player controlled ships into the Sathanas. Bahka space catapult FTW.)

 

Offline Dragon

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I think that this has a lot of potential. Imagine the campaign in which player would start as a fighter pilot, move on to capship command and finally, command a whole fleet.  :)
Multiplayer aside, I think that it would be great to have SP missions using these scripts.

 

Offline -Norbert-

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Sounds like FS2 with a dungeon master.
Will we get the roleplaying version of BP soon? Start out as a Ulysses and eventually grow into a Colossus? :lol:

 

Offline -Sara-

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I tend to dub it the Gamemaster Module. :P
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Offline Raiden

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And for the hat trick we just need a FPS for boarding parties.  :lol: Nice work. :yes:
That would be friggin sweet :)

Anybody got experience in FPS modding ?
I've thought about this before, there's gotta be someone out there who's a big Freespace fan and who knows the Source engine or something, surely. Only thing is I'd only trust people from this community to make it as they're the only people who would do the universe justice. Would be so cool to have Hallfight-esque battles.
/logic/reason/faith/tradition/knowledge/rhythm/space/religion/
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Offline -Sara-

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I've been playing with that concept a bit but nothing yet to show. :)
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Offline Aardwolf

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[/lurk]

Holy crap, somebody dusted off the RTS mod? Awesome!

Working multiplayer... interesting. Did you come up with a solution for move orders? That was the main roadblock back when Nuke + I were working on it.

[lurk]

 

Offline -Sara-

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[/lurk]

Holy crap, somebody dusted off the RTS mod? Awesome!

Working multiplayer... interesting. Did you come up with a solution for move orders? That was the main roadblock back when Nuke + I were working on it.

[lurk]

With all the AI changes of the past years, ships are more or less smart enough to get the big picture of approaching and attacking other capital ships. But direct move orders, no.
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Offline bigchunk1

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The way Kyad was moving the ships around was by subspace jumping them. Apparently any given ship can be jumped more than once.
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Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline -Sara-

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Subspace recharges after a certain time. It can be hacked into 1 second though.
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Offline -Norbert-

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Wait a minute.... so the host/game master can move around ships and has godly powers?
Isn't that like.... FRED from JAD, only with a real human impersonating FRED instead of scripted events?

On a more serious note: Is it possible to appoint a commander for each team, and not have the host being the only commander? That would make some pretty interresting team vs team missions (reminds me of the game Savage).

 

Offline bigchunk1

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Sadly, the way it is now... this does not work for TvT :/
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline -Sara-

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Only the host can move ships. As the game reads where the ships are for the host. If a client tries it, the server simply acts as if saying "no way, the host has that ship elsewhere" and nothing happens.
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