Author Topic: Multiplayer suggestions  (Read 5011 times)

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Offline Black Wolf

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Quote
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.
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Offline Flipside

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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
« Last Edit: August 20, 2003, 02:01:52 pm by 394 »

 

Offline Ace

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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
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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 :)
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Offline Fry_Day

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Quote
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'

 

Offline Flipside

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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 :)

 
Quote
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.

 

Offline Flipside

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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

 

Offline Lightspeed

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Quote
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 :)

Quote
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.
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Offline Flipside

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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

 

Offline Lightspeed

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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 :)
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Offline Starks

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What about yellow? When you use a TAG missile the IFF turns yellow.
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Offline Flipside

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Quote
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 :)

 

Offline Bobboau

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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
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Offline Flipside

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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