Hard Light Productions Forums
Hosted Projects - FS2 Required => Blue Planet => Topic started by: providence932 on May 07, 2013, 04:41:17 am
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Does BP multi work with the new version of Blue Planet II and or will there be any more updates for it?
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People still play BP multi? I'm not certain, but BP uses .tbms so It might actually work with the latest release. If it runs clean, that's another story. It's a better bet to run it with WIH.
While there were some informal musings some years back, there are no planned updates on BP multi for WIH2. For myself personally, I'm at a point in my career where my professional life is consuming all other facets, and freespace modding has taken a regrettable back seat.
It is more or less a community project though, so if others want to work on it they can. All our work is still available on the project's SVN and is fully modable. Though I must warn you, finding other freespace multi players, in all likelihood is probably very difficult.
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Yeah, sadly multi in general tends to be somewhat neglected by the community. The netcode needs a complete re-work and sadly, there's just not enough demand to justify coder time on it, leading to MP being neglected due to lack of code support which leads to fewer players in a vicious circle.
No, QuantumDelta, people should not have to learn to just deal with lag.
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No, QuantumDelta, people should not have to learn to just deal with lag.
At least with the lag I'm used to dealing with, if you saw yourself shoot something, then you really shot it. Oh so somehow I collided with that ship a klick away? Screw it, I'll just spam Darts.
And on that note, IIRC for BP multi to be playable PvP, it was necessary for it to become so different as not even to be BP anymore. :(
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Yeah, sadly multi in general tends to be somewhat neglected by the community. The netcode needs a complete re-work and sadly, there's just not enough demand to justify coder time on it, leading to MP being neglected due to lack of code support which leads to fewer players in a vicious circle
That's not quite true. I'm currently stepping through the respawn code as we speak and trying to make it as robust as possible. We've had far too many respawn bugs over the years and I'd like to make it so that the code makes no assumptions about the state of the other machines connected to it.
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News to me, but good news at that. Thanks, Karajorma.
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Thanks for posting this topic. I thought my bros comp was messed up, but I guess it's just the mod doesn't work well with MP. My brother and I tried to make some of the blueplanet missions coop by adding other human players and noticed that in blueplanet2 the hull sections don't rotate on the client end.
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Thanks for posting this topic. I thought my bros comp was messed up, but I guess it's just the mod doesn't work well with MP. My brother and I tried to make some of the blueplanet missions coop by adding other human players and noticed that in blueplanet2 the hull sections don't rotate on the client end.
You'll want to try using the BP Multi mod. It should work as well with MP as any other FS2 content.
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My friend and I just got through playing some epic rounds on it! Are there any more missions planned for it?
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Sweet, thanks for the quick response, and I downloaded the mutli and have been playing it with my bros and friends. So is the lack of rotating hull sections on certain ships and objects a limit of multiplayer or an incorrect setting on my part?