Hard Light Productions Forums

General FreeSpace => Multiplayer => Topic started by: kir2yar on May 28, 2010, 02:36:40 pm

Title: Coop-misions?
Post by: kir2yar on May 28, 2010, 02:36:40 pm
Any new coop?
Preferably with new fighters and weapons.
Standard equipment from FS2 bit tired. I want to fly fighters from DoS or to fly on a Shivan.   :D
Title: Re: Coop-misions?
Post by: QuantumDelta on May 28, 2010, 03:36:11 pm
Then I would suggest you make them.
Title: Re: Coop-misions?
Post by: General Battuta on May 28, 2010, 04:26:52 pm
Any new coop?
Preferably with new fighters and weapons.
Standard equipment from FS2 bit tired. I want to fly fighters from DoS or to fly on a Shivan.   :D

The Dawn of Sol fighters aren't from Dawn of Sol; they're Steve-O's Federal Fighter Pack ships, which are up for public use. You can feel free to grab them for use in your own co-op mod.

I know that The_E made a co-op version of at least one Blue Planet mission, which would have some new ships.
Title: Re: Coop-misions?
Post by: Aardwolf on May 28, 2010, 05:37:52 pm
I know that The_E made a co-op version of at least one Blue Planet mission, which would have some new ships.

Was it Forced Entry, by any chance? If so, I made one of those too. That, or you're talking about mine. Or maybe he modified mine.
Title: Re: Coop-misions?
Post by: FUBAR-BDHR on May 28, 2010, 11:59:05 pm
Well the inclusion of flyable Shivan fighters is already planned and some work done on it.  Will still be awhile before it becomes reality. 
Title: Re: Coop-misions?
Post by: kir2yar on May 29, 2010, 02:39:27 am
Then I would suggest you make them.

Well, at least I need to compile from source wxFRED2 ... Or find the binary for my ubuntu.

Besides it, I have no experience in this field.
But I'll try.
Its hard to imagine how I will write the text at the briefing.  :lol:
Title: Re: Coop-misions?
Post by: taylor on May 29, 2010, 03:19:33 pm
wxFRED2 doesn't really exist yet, so don't hold your breath for that one. :)

Regular Windows builds of FRED2 do work pretty well in versions of Wine newer than 0.92 though.  The UI can be a little flaky at times, but nothing that should prevent use.  And I can't really think of anything that doesn't work properly with current builds of Wine and FRED2.  Most if not all of the problems I managed to fix a couple of years ago on our side, and pretty much all other issues were sorted out in newer Wine versions.
Title: Re: Coop-misions?
Post by: kir2yar on May 30, 2010, 03:26:41 am
Works. ) Has already started to deal with the missions.
Damn, if only I knew English better ...
Title: Re: Coop-misions?
Post by: kir2yar on May 30, 2010, 03:30:18 am
By the way, why most of the mods are made for singleplayer?
Title: Re: Coop-misions?
Post by: General Battuta on May 30, 2010, 03:35:19 am
FreeSpace 2 multiplayer has bad netcode and isn't much fun.
Title: Re: Coop-misions?
Post by: kir2yar on May 30, 2010, 09:54:51 am
We're playing a family four-player game each evening. Gameplay is not very common, but I would say that it is very interesting.

About netcode... The only thing that severely hinders - the strong delay in the management of ETS. In a local area network, with almost instant ping this should not be.
Title: Re: Coop-misions?
Post by: General Battuta on May 30, 2010, 11:52:23 am
I should say that I do really enjoy LAN co-op.
Title: Re: Coop-misions?
Post by: chief1983 on May 30, 2010, 06:36:14 pm
I think it would be great if certain things happened client side before they were verified by the server as allowed.  The client should have a pretty good idea what's allowed most of the time and not cause you to wait for things like ETS changes.  But yeah, LAN pings are definitely a help with FS2 still.
Title: Re: Coop-misions?
Post by: kir2yar on May 31, 2010, 12:36:14 am
Thin server - fat client model?

Like the one that bloodfronter (http://www.bloodfrontier.com/)
This game fully playable with the ping of 300. (No lags, no teleportation)

I do not think that should now be afraid of cheaters ...
Title: Re: Coop-misions?
Post by: QuantumDelta on May 31, 2010, 04:22:30 am
Sorta depends..... if squad war really does return, putting more power into the hands of the client should be done very carefully.
The few bits that are already clientside are enough to exploit PXO code.. ;s
Title: Re: Coop-misions?
Post by: kir2yar on May 31, 2010, 01:51:31 pm
Heh, just need to write a demo on the server and clients. And after the game automatically compare and find inconsistencies.

In FS there is no need to "hack of transparent walls"-countermeasures.
On the other hand, I can not imagine how to deal with "aiming"-hacking. But it does not depend on the netcode.

All the other hacks can be easily seen by comparing the demo received from two different clients. I think such a comparison may even take place in fully automatic mode.

upd: By the way, FS is able to record a demo?
Title: Re: Coop-misions?
Post by: QuantumDelta on May 31, 2010, 02:48:28 pm
Nope.
Also, moreover, there is already some cheating in the fashion you're talking about 'being a problem' and 'being able to code around it' :P
Title: Re: Coop-misions?
Post by: kir2yar on June 08, 2010, 02:51:29 am
OK, the first card of the company is ready. It remains only to write text, make briefing and the chatter of pilots.

As completed yet - so to put up a forum for balancing.
By the way, how much time should last COOP campaign? Given the fact that while it can not be interrupted and have to play without stopping?

PS. FRED2 sexp - strongly reminded me of the ugliness that was in StarCraft. There was a very similar approach to the scripts.
Title: Re: Coop-misions?
Post by: QuantumDelta on June 08, 2010, 04:42:23 am
Multi can be paused using the pause button, the host (and person that paused it) can unpause it but anyone can pause it.

Coop missions can be as long as you like, although you should be aware that there is a bug in multi that sometimes occurs in long missions where clients get 'duplicated' and AI takes control of the duplicate, each time either dies the clients respawns are reduced by one, although the AI duplicate always has beyond-perfect AI.
Title: Re: Coop-misions?
Post by: kir2yar on June 08, 2010, 04:44:48 am
I mean, how long the players are ready to play in multi. About pauses know, I mean that you can not interrupt the game at all, and continue tomorrow.

When my family played the original campaign, we had to run the mission by one, because the whole campaign for the day, we certainly would not do.

Ah, even in my opinion, the translation by Google turned out some freaky. :(
Title: Re: Coop-misions?
Post by: QuantumDelta on June 08, 2010, 04:51:36 am
oops.....campaigns?
You can make a multi-part campaign, like, 4 missions a time perhaps.
It kinda depends on the pilots, some people even whine and scream for games then get into games and leave before the first mission is over (~5 minutes). :p
Title: Re: Coop-misions?
Post by: kir2yar on June 08, 2010, 05:11:39 am
~ 10 minutes * 4 missions?

I think that I could not make a big company. I did one mission for about a week. : (
Title: Re: Coop-misions?
Post by: The E on June 08, 2010, 05:48:09 am
Personally, I would aim for a maximum mission duration of around 20 Minutes.

4 Missions at 10 Minutes sounds like a good plan.