Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: karajorma on March 12, 2004, 02:02:42 pm
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I seem to remember that one of the advantages of Kazan's netcode was that you could play mods online using it rather than having to stick to the standard FS2 missions.
Does this work? Any advice on how to do it if it does? I was toying with the idea of making a few minor changes to some MG missions so that I can playtest them with the team (and thereby make playtesting fun again :D )
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mods use another running server process - ie a different port
right now there are no mods running and authenticated
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ie
normal fs2 = fs2netd://[host]:12000
som mod = fs2netd://[host]:12001
etc
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Would be great to play some missions wth the Inferno mod...
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hmm. we can change mission 14/Nemesis to work in multiplayer
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right now the mods that are slated on my WILL BE CERTIFIED LIST
normal fs2: fs2netd://[host]:12000
TBP: fs2netd://[host]:12001
WCSaga: fs2netd://[host]:12002
the others will have to go up for vote -i don't think inquisitor wanted more than 5 server processes running on the main masterserver
however individual mods can have their own masterservers elsewhere if they _Really_ _want_ they just won't have the advantages of the common users and scoreing database everything on the main master server will have
(PS: Ranking will be by _account_ totals - so the sum of all their pilots scores, etc)
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I'm not really worried about scoring at the moment. I just don't want to have to bother with the hassle of setting up FS2_open to use the TCP code and entering the IP address etc...
Since this is mainly just an idea I'm mulling over as a way of testing the mission logic hosting my own masterserver would actually make things more secure. :)
Anyway whenever you're ready to release the relevant exes I'll talk it over with the team. :)
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would a modder need to do anything special with their mods to make them multi compatable?
id like to make a multi mod involving space pirates. missions would focus on hijacking freighters, running contraband, smuggeling, clan wars, ya know, pirate stuff. i have about 5 pirate ships, one of each fighter class (interceptor, superiority, assault and bomber) and a criuser.
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nuke: make sure you don't do anything that breaks multi....
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such as...
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too many polies.....as good as polys are for single player, loading em into a multi mission might just break it o_O correct me if im wrong tho.
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is it really necessary to have different ports for different mods?
btw, when there will be something ready, I'd like too to have a multiplayer support for the SW conversion, consider that potentially it could bring more players than even standard fs2
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Singh: no
i think the only thing that breaks it is extrmely large ships.tbl and weapons.tbls
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Originally posted by Kazan
Singh: no
i think the only thing that breaks it is extrmely large ships.tbl and weapons.tbls
I remember that more than 130 ships breaks mulitplayer but doesn't it also cause weird crashes and behaviour in singleplayer anyway?
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Kara: yes, unless your using an Inferno exe, anyway.
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i think Dave said it was some packet problem that was limiting users to 130 ships. someones going to have to look at it.
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i think typically modders wil make mini mods for multiplayer, consisting mostly out of a few models and textures as well as shorter than usual tables to facilitate the enclosed missions, all inclosed in an easy to install (and transfer) vp file.