Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Support 1 on August 17, 2003, 09:47:54 pm
-
TvT - more teams! There are four IFFs maybe you can take advantage of this. But there is a limitation of 12 players so either you have four teams with 3 ships each, or 3 teams with 4 ships each.
Green - Team1/Friendly
Red - Team2/Hostile
Gray - Team3/Neutral
Pink - Team4/Unknown
Support for alliances - should TvT have four teams, allow the mission designer to ally two teams together. For example, in a mission, Green and Red would be allies, Gray and Pink would be allies. Escort mission. Green and Gray teams will be bombers, Red and Pink will be the fighter support.
All modes - "Allow AI Wingmen" option - modified by host. If this is NOT selected, all AI wingmen will self-destruct at the beginning (just like in Dogfight mode in FS2 v1.2). So that means AI can be allowed in Dogfight as well, but can be removed from the Ship Selection screen by the host.
-
Originally posted by Support 1
TvT - more teams! There are four IFFs maybe you can take advantage of this. But there is a limitation of 12 players so either you have four teams with 3 ships each, or 3 teams with 4 ships each.
Green - Team1/Friendly
Red - Team2/Hostile
Gray - Team3/Neutral
Pink - Team4/Unknown
Support for alliances - should TvT have four teams, allow the mission designer to ally two teams together. For example, in a mission, Green and Red would be allies, Gray and Pink would be allies. Escort mission. Green and Gray teams will be bombers, Red and Pink will be the fighter support.
All modes - "Allow AI Wingmen" option - modified by host. If this is NOT selected, all AI wingmen will self-destruct at the beginning (just like in Dogfight mode in FS2 v1.2). So that means AI can be allowed in Dogfight as well, but can be removed from the Ship Selection screen by the host.
Firstly, the neutral team is not grey. its red, just as the hostile team. The next problem is that making a 3+ team TvT makes targetting crappy (the H key only gets the hostile team, and you cannot select other targets properly (no U or N key :) )
Applying more teams would be groovy but the maximum number of players (12) would have to be altered to at least 16. And a whole new who's who code should be done since the team indicators (and team choice options) only work for 2 teams. Also, allying two of the teams is pretty much useless. then you can simply have team vs team. Although you could increase maximum ship number per team ( so that 8v8 missions become possible )
Using different teams in coop missions IMHO is kinda crappy. After all, there can be different wings on one alignment, and youre all fighting cooperatively -- so it should be the same team :-)
And the AI ships would be attacking each other. :doubt:
As for the AI thing.- Good Idea, BUT i think this should more likely get an option when you FRED the mission (allow-ai, disallow-ai), so the ships will automatically disappear (or explode) no matter what the host does :-)
-
wouldn't mind an additional 4 players. its just that it may lag even worse (is that possible?). im useless with networking code so im not gonna be much help
i'd want some extra "colorful" death messages like most FPS games.
phreak's maxim mowed down mr n00b
-
nyah no death messages.
and one thing.... maxim cannon..... is really.... really..... crappy in a TvT :D
-
Originally posted by Lightspeed
nyah no death messages.
and one thing.... maxim cannon..... is really.... really..... crappy in a TvT :D
Actually death messages would be cute:
"Ace learned what fire was from Inquisitor's Prometheus R."
"PhReAk was taken to the Maxim by Lightspeed."
"Support 1's Tempests took Bob down like a spacecrack user on prom night."
Then again that last one might not be a good idea ;)
-
I have a cable model so I don't think I'm getting owned anytime soon (especaly given that I can implements a few "suprizes" :D )
-
the only thing i would like to change about multiplayer would be a talking head when a player sends a message, i have no idea how many messages i have missed. Something to draw a little more attention to them would be a good thing.
-
I refuse to play in the pink team! ;)
Cheers
-
Originally posted by Bobboau
I have a cable model so I don't think I'm getting owned anytime soon (especaly given that I can implements a few "suprizes" :D )
CHEATER!! Grab his computer! ;)
Cheers
-
Originally posted by ShadowWolf_IH
the only thing i would like to change about multiplayer would be a talking head when a player sends a message, i have no idea how many messages i have missed. Something to draw a little more attention to them would be a good thing.
you know, theres that little thing called sound :rolleyes:
-
bobboau's cheating ass killed phreak with a circe
-
Yes, I know that the Neutral team is also Red, I just can't think of a better color. (Gray is a radar color for cargo regardless of IFF).
-Anyway, any team you're not on - except Unknown will appear Red to you, and ALL of your teammates are green. Except if you are Unknown - I tried making the Friendly team Unknown once - I used Wordpad - all my teammates (unknown) have PINK brackets around them, even though they are green in the radar.
Let's have other teams appear just red. Unless the mission designer said so.
For the alliances, I did think that over and I thought simply additional wings may be better, especially if the maximum players was increased. Team Green will be Alpha and Beta, and Team Red will be Zeta and Eta, etc. So it would be an 8 vs. 8 team. Of course if you do that you would be limited to two teams if it was 16 players max.
The "H" key, does get ALL teams that are not on yours, except Unknown. AFAIK, NTF ships are neutral, including in Multi. Not sure in TVT though.
-
nope - 2 screenies would prove that the neutral team uses a different (more orange-like) shade of red than hostile -- they really look different. It is possible to target them with the 'H' key though.
And yes -- if multiple teams were to be allowed, all ships outside your team would have to be red.
-
One thing that would be great is a UT type swapping of Mods, so if someone is joining an MP with different ships, FS2 downloads the ships and table entries from the server, even if it is on a temporary basis and not added to Ship.tbl etc.
Flipside :D
-
Originally posted by PhReAk
wouldn't mind an additional 4 players. its just that it may lag even worse (is that possible?). im useless with networking code so im not gonna be much help
i'd want some extra "colorful" death messages like most FPS games.
phreak's maxim mowed down mr n00b
Bozo A was embarrased to death by Bozo B's ML-16
Bozo A was flailed by Bozo B
Bozo A was incinerated by his own Helios
Bozo A was sniped by Bozo B's Trebuchet
-
Or, of course, CTF or 'Spaceball' ;)
CTF : Two 'Flags' (energy spheres, whatever) about 4-5 km apart, fly your ship over it to collect it and return it to your own sphere.
'Spaceball' : Similar to CTF but one 'Flag', which needs to be flown into a subspace node at the other end of the 'field' LOL
That would sort out who could fly an Interceptor ;)
Flipside :D
-
Bozo A was eaten by his own Piranha
Bozo A was nipped by Bozo B's Piranha
Bozo A was zapped by Bozo B's UD-8 Kayser
Bozo A couldn't weather Bozo B's Tempest
Bozo A was blown away SJ Sathanas 1's BFRed
-
Originally posted by Flipside
Or, of course, CTF or 'Spaceball' ;)
CTF : Two 'Flags' (energy spheres, whatever) about 4-5 km apart, fly your ship over it to collect it and return it to your own sphere.
'Spaceball' : Similar to CTF but one 'Flag', which needs to be flown into a subspace node at the other end of the 'field' LOL
That would sort out who could fly an Interceptor ;)
Flipside :D
If you used the DreadFul Shivans mod, you could assure yourself an easy victory by flying a Manticore.
-
Originally posted by Flipside
'Spaceball' : Similar to CTF but one 'Flag', which needs to be flown into a subspace node at the other end of the 'field' LOL
Flipside :D
nah better idea for it:
An invulnerable sphere like ball will have to be shot around with the Morning Star :D
-edit-
once in the 'goal' the ball thingy would self destruct and respawn at the initial point. :)
-
LOL With the right POF's, that's almost Freddable ;)
Flipside :D
-
Originally posted by Flipside
LOL With the right POF's, that's almost Freddable ;)
Flipside :D
Almost? Hell, I could probably do it up now actually, with some clever sexping.
-
LOL Yes, you probably could :) Thinking about it, all it really takes is a 'Distance From' sexp and you destroy the ball on trigger.
I suppose you would have to define a specific key for targetting the 'ball' though? Considering it wouldn't be Friendly or Hostile to either team?
Also, the tough part would be keeping score. I've not really looked at the Sexp's for ages, but it might be fun as an exercise one day, and I have DSL, so I could possibly even set up a server to test it too ;)
Flipside :D
Edit : I suppose you could 'cheat' by creating 2 invisible objects ('Team 1' and 'Team 2') and give them 3% or 5% hull, and just deduct 1% hull from the opposite teams ships when you 'score'. Winning would then just be a matter of 'destroying' the opponents invisible object, and you would have an on-screen score display by making them Escorts in Fred :D
-
Originally posted by Woolie Wool
Bozo A was eaten by his own Piranha
Bozo A was nipped by Bozo B's Piranha
Bozo A was zapped by Bozo B's UD-8 Kayser
Bozo A couldn't weather Bozo B's Tempest
Bozo A was blown away SJ Sathanas 1's BFRed
When dealing with capital ship deaths it should probably not mention the gun name. Afterall never in the actual main campaign are beam weapons called by their FRED names :)
-
Originally posted by Flipside
LOL Yes, you probably could :) Thinking about it, all it really takes is a 'Distance From' sexp and you destroy the ball on trigger.
I suppose you would have to define a specific key for targetting the 'ball' though? Considering it wouldn't be Friendly or Hostile to either team?
Also, the tough part would be keeping score. I've not really looked at the Sexp's for ages, but it might be fun as an exercise one day, and I have DSL, so I could possibly even set up a server to test it too ;)
Flipside :D
Edit : I suppose you could 'cheat' by creating 2 invisible objects ('Team 1' and 'Team 2') and give them 3% or 5% hull, and just deduct 1% hull from the opposite teams ships when you 'score'. Winning would then just be a matter of 'destroying' the opponents invisible object, and you would have an on-screen score display by making them Escorts in Fred :D
I would have thought to use the escort list for the ball, so that you could target it with 'e'
-
This could work, but then you would have a constant 'Ball 100' on your screen as well?
I'm not a huge user of Fred, I must admit, partly because I'm too busy doing models, and partly because Fred 2 doesn't have Multimod support, which makes things a pain when you are trying to play one Mod and work on your own :( I would have to leave the coding up to someone who has a bit more of a clue than I ;)
Flipside :)
-
Originally posted by Ace
When dealing with capital ship deaths it should probably not mention the gun name. Afterall never in the actual main campaign are beam weapons called by their FRED names :)
Right. The campaign never calls them "TerSlash", "AAAf", "Standard Flak", "Terran Turret", etc. anyway.
So, for caps:
Alpha 1 was disintegrated by a beam from the GTVA Colossus
Alpha 1 was torn to shreds by flak from GTC Aeolus
Alpha 1 was zapped by lasers from the GVD Typhon
Alpha 1 was blown up by missiles from the SCv Moloch
and so on.
-
Ok, heres a radical 1am 3 cans of Special Brew idea......
The problem with Multiplayer freespace at the moment seems to be the ship limit and apparently some problems when using mods, even if both computers have exactly the same files installed?
How about something like a Freelancer setup, where you can run the server as a seperate proggy. That would allow coders to work on it without getting wrapped up in FS code, at least for the server half of it, especially if theres someone who knows about DirectPlay. For all I know, you may even be able to use some of the Multiplay code already in FS2.
The other idea is how about ship packs? HLPers vote to create each pack, selecting their favourite ships. It would take a small amount of work to balance the things out, I admit.
That way, when FS2 goes to load Ships.tbl and process it, if it is Multiplayer, it checks the value of 'x' and loads Shipsx.tbl instead? (Or backs up Ships.tbl and creates a new one from Shipsx.tbl).
The ship pack being used could be selected from Fred (though Fred would probably have to restart, loading the new Ship table). The pack number would be saved as part of a multiplayer file.
I haven't coded in years (Z80's) and this looks like a long term nightmare job to me, but then, I thought that about Glowmaps and Specular as well ;) It means a sacrifice of only haveing a maximum of 130 ships, but who has 130 different types of ship in a mini-campaign?
Flipside :D
-
How about something like a Freelancer setup, where you can run the server as a seperate proggy. That would allow coders to work on it without getting wrapped up in FS code, at least for the server half of it, especially if theres someone who knows about DirectPlay. For all I know, you may even be able to use some of the Multiplay code already in FS2.
You've never played FS2 online i guess ~ You can already run servers as seperate proggies :)
As for the code -- well they will just use FS2's current multi code (i think) as its still there, only PXO support has been removed in the open source version. So the only thing that would need to be done is to implement IRC into the thingy, with maybe a server tracking device and maybe a stats server. After that, maybe enhance the multi code a little :)
The other idea is how about ship packs? HLPers vote to create each pack, selecting their favourite ships. It would take a small amount of work to balance the things out, I admit.
That way, when FS2 goes to load Ships.tbl and process it, if it is Multiplayer, it checks the value of 'x' and loads Shipsx.tbl instead? (Or backs up Ships.tbl and creates a new one from Shipsx.tbl).
The ship pack being used could be selected from Fred (though Fred would probably have to restart, loading the new Ship table). The pack number would be saved as part of a multiplayer file.
uhm the only problem is that anyone who doesnt have the packs will be screwed when joining that game ;)
Getting a new ships.tbl will 99% crash when you dont have the textures, graphics, POFs and weapons this ship can use :rolleyes:
So you would have to copy EVERYTHING concerning the ships -- and that would be a pain, especially for firewalled and 56k users.
-
As for the first one, you are right, I wasn't aware, so my apologies there.
As for the second point, well, it's no different to downloading the Bonus Packs for UT?
Flipside :D
-
then again, i have never played 'stuff' like UT so i might not know :)
but looking at different MOD sizes makes me think a download might take quite a while :)
-
What about yellow? When you use a TAG missile the IFF turns yellow.
-
Originally posted by Lightspeed
then again, i have never played 'stuff' like UT so i might not know :)
but looking at different MOD sizes makes me think a download might take quite a while :)
True, but then you cannot have everything. If people want to use new ships etc in Freespace Multiplayer, they are going to have to download them one way or another? The idea of using packs simply means that you won't get more than the 'legal' amount of ships, and be certain that everyone has the same ships, available for missions, by specifying which mission pack it uses. It does mean 10-40Mb downloads depending on the pack sizes and how many new ships, but even if there was a way of downloading the ships directly from the server, you would still have to wait for them to download.
Anyway, this is all theoretical, cos I've no idea about DirectPlay or any other type of programming :)
-
a new ships/weapons table, new in game graphics a few new models, less than a megabyte, one could make mods specificly for multiplayer that have a very small DL size.
this is not the hard part
-
LOL As always, it's easy to drift into dreams of the perfect game when you're not the one having to do the coding ;)
Flipside :D