Author Topic: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!  (Read 153179 times)

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Offline Shade

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
Ok, fixed the description of the zip :p
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"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
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Offline feltoar

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
Cool, I got the missions. :)

The Talon_m01b one can be dropped by the way. I had converted the Gamma wing in it into player ships, without realizing that it was originally only 6 players and I had only managed to bump it up to 8. :p

Also, one thing to keep in mind is that the annoying daylight savings time changes start tomorrow at midnight. Depending on where you live, this may actually happen during our games. Note that we will start playing exactly four hours from now.
Dont tell me your games are going to start being even earlier?! Yargh I just missed out on your last game this time :(

 

Offline jedimasterseth

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
Hey CP, Shade! We got anything good planned for this Sat? Lookin forward to it!
Jedimasterseth a.k.a FLINT

 

Offline CP5670

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
Pretty much the usual. Maybe we can give that Checkmate mission another try. I'm going to be a bit late today though and probably won't be available until around 5:00 EST (which still corresponds to 9:00 GMT by the way, due to the DST changes).

 

Offline CP5670

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
I'll start in a few minutes.

 

Offline captain-custard

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
sorry about not hanging around the other night was way to tired to play , ( hectic work schedule) but in the two or three gmes i did play i oticed that i was having hang problems when the server left to restart, maybe this had something to do with the fs2net server not validating things, but i seemed to gain a medal and it is still with me so .....

anyway i hope that im free this saturday, wednesday and thursday to play fs and tbp respectively
"Duct tape is like the force. It has a light side, a dark side, and it holds the universe together."

 

Offline Shade

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
Lest I forget, here's the 1.0 version of the capital gauntlet mission. The escort list problem is fixed and there's a slight change to loadout (maxims are out, they gimped the cruisers too much and completely defeated the point of the cruisers being there in the first place), plus a little bit of polishing on the briefing, and with that I'm ready to call it done :)

[attachment deleted by ninja]
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline Shade

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
I'm gonna grab a quick nap now as I'm close to falling unconcious in my chair, but I expect to have a new (and hopefully final, if the changes work out) version of the 12-player The Die is Cast as well as a 12-player conversion of Checkmate ready before we start tonight. So anyone who wants them should check back here before logging on.

[Edit] TDiC, not RH. Silly me.
« Last Edit: March 22, 2008, 07:14:18 pm by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline CP5670

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
Lest I forget, here's the 1.0 version of the capital gauntlet mission. The escort list problem is fixed and there's a slight change to loadout (maxims are out, they gimped the cruisers too much and completely defeated the point of the cruisers being there in the first place), plus a little bit of polishing on the briefing, and with that I'm ready to call it done :)

Sounds good. One more run through it and it should be good for validation, although the server obviously needs to be fixed before that matters.

Are you using 15 or 20 respawns? Most of us had died 14-18 times when we last played it (on hard), and I for one could have probably tried harder to stay alive at some points and saved a few respawns. At the same time, bombers tend to die more often than fighters and 20 leaves some room for playing on insane.

I'll start at 9:00 GMT (5:00 EST) like I did last time. I have been increasingly busy these days and probably no longer have time to play for 4+ hours like we used to, but we can still get several games in.

 

Offline ShivanSpS

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
Art of War, multi coop mission.

I will put the details later.

Warning: This one hits the 100 ship limit at beginning.

There are version for both fsport and fs2.


[attachment deleted by ninja]
« Last Edit: April 12, 2008, 03:21:56 pm by ShivanSpS »

 

Offline ShivanSpS

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
Remember when i told about a TVT Coop type mission? what i mean is something like this.

Is something that i made using the multi version of Crash of Titans 2, is not finish yet, it stills needs brief, debrief and comms for team 2 as long some other modifications, like as more bombers scape in the team 2, more bombers will apear for team 1, etc, but i not have time to finish it (if i going to do some freding it will be better to finish freding for my sp campaign), but is a good example to start with.

Team 1 will do the mission likely the original Crash of Titans 2, Team 2 is a Vasudan reserve squad volunted to create a divertion for the Bastion where the SD Nebiros is, the place where the Shivans are launching most of their wings.

[attachment deleted by ninja]
« Last Edit: March 23, 2008, 05:28:36 pm by ShivanSpS »

  

Offline CP5670

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
I see what you're talking about now, and I have had ideas for something like this too. However, it would be better if this could be done in the co-op framework. A TvT mission like this will result in various oddities like the other wing showing up as hostile and a winner being declared in the end, and you would have to select your team before you see the objectives or loadouts at all. The only reason it needs to be TvT is the respawn targets, which can be specified per team but not per wing. It probably shouldn't be too hard for the coders to add in that capability though, if we're seriously looking at building such missions.

I was thinking of having a 12 player mission somewhat like this, with two larger ships (corvette, freighter convoy, etc.) approaching a friendly installation from opposite directions but starting off very far away from it, 25km or more. Each wing would start near one large ship and defend it from various incoming enemies. As the mission progressed, the escorted ships (and the players) would all converge, allowing for some sort of large, final battle at the end. Your wing placement would determine which ship you start near, and the wing starting positions would be sufficiently far apart that you're forced to carry out the objectives for your specific wing until the ships get near the installation. That was essentially the generic mission idea I had in mind a few weeks ago, although I probably wouldn't have gotten it off the concept stage even if it was currently doable.
« Last Edit: March 24, 2008, 12:05:56 am by CP5670 »

 

Offline FUBAR-BDHR

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
I started work on a TvT Gauntlet for TBP.  When it's done I'm sure I could adapt it for FS2 quite easily.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline ShivanSpS

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
I see what you're talking about now, and I have had ideas for something like this too. However, it would be better if this could be done in the co-op framework. A TvT mission like this will result in various oddities like the other wing showing up as hostile and a winner being declared in the end, and you would have to select your team before you see the objectives or loadouts at all. The only reason it needs to be TvT is the respawn targets, which can be specified per team but not per wing. It probably shouldn't be too hard for the coders to add in that capability though, if we're seriously looking at building such missions.

I was thinking of having a 12 player mission somewhat like this, with two larger ships (corvette, freighter convoy, etc.) approaching a friendly installation from opposite directions but starting off very far away from it, 25km or more. Each wing would start near one large ship and defend it from various incoming enemies. As the mission progressed, the escorted ships (and the players) would all converge, allowing for some sort of large, final battle at the end. Your wing placement would determine which ship you start near, and the wing starting positions would be sufficiently far apart that you're forced to carry out the objectives for your specific wing until the ships get near the installation. That was essentially the generic mission idea I had in mind a few weeks ago, although I probably wouldn't have gotten it off the concept stage even if it was currently doable.

Well it depends, if the mission is in two different parts of the universe for each team, it will be a lot better to use the TVT mode, the who win and who lose thing is not that important, and the orders to AI wings is a very important issue, in coop mode everyone can give orders to everyone, but that shouldn't be possible if the other wing is about 500km away, and the loadout and briefing is also a issue, using tvt you can set both groups to have different loadouts, briefing (and mission objectives), and as target the others are really not important, its careless if they are hostile. (actually i never tried to have both teams in as "friendly", i don't know what happens if i do that, one problem will be the comm orders to wings.

It will be good to have (in a future) a "group coop" type mode for multi missions, because actually these missions are not really TVT, and no a normal coop and its needs some things from tvt and coop modes as well some extra things... (a good way to disallow targeting for both players and AI outside certain range, and a easy way to have diferent backgrounds for each group(but this culd be too damn dificult to implement and some other issues) for example.
« Last Edit: March 24, 2008, 04:47:06 am by ShivanSpS »

 

Offline Shade

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
Here's the zip I promised to post just before the forums went down on saturday. Includes 12-player versions of Red & Black Allover, Checkmate and The Die is Cast (R&B has a balance tweak compared to last version which did nothing but increase the player number, hence its inclusion here), plus a version of Capital Gauntlet that actually includes an RTB directive. Just unzip to the data/missions dir and overwrite anything that's already there.

[attachment deleted by ninja]
« Last Edit: March 24, 2008, 09:57:14 am by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline CP5670

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
Well it depends, if the mission is in two different parts of the universe for each team, it will be a lot better to use the TVT mode, the who win and who lose thing is not that important, and the orders to AI wings is a very important issue, in coop mode everyone can give orders to everyone, but that shouldn't be possible if the other wing is about 500km away, and the loadout and briefing is also a issue, using tvt you can set both groups to have different loadouts, briefing (and mission objectives), and as target the others are really not important, its careless if they are hostile. (actually i never tried to have both teams in as "friendly", i don't know what happens if i do that, one problem will be the comm orders to wings.

Well, there needs to some communication and linked events between the two "groups" to make it interesting, or else you might as well just make two separate missions. The best way to deal with the AI orders might be to not allow them at all. They generally aren't needed if the AI is properly scripted anyway (as it should be). As for the team loadouts, if the mission contains a limited number of "valuable" ships, those could be set as the default ships for one wing, with no extras available. The wing positions are important in this sort of mission anyway and would be worked out in advance. Beyond that, this is not much of an issue in practice since everyone generally chooses the same two or three ships anyway.

Quote
Here's the zip I promised to post just before the forums went down on saturday. Includes 12-player versions of Red & Black Allover, Checkmate and The Die is Cast (R&B has a balance tweak compared to last version which did nothing but increase the player number, hence its inclusion here), plus a version of Capital Gauntlet that actually includes an RTB directive. Just unzip to the data/missions dir and overwrite anything that's already there.

Got it. Is that the only change you made in Capital Gauntlet? It looks good for validation in that case, and an RTB directive doesn't really require testing. I'll take a quick look at it in FRED2 and see if I can suggest anything else, but it seems to be more or less finished otherwise.

 

Offline Shade

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
I also increased the wave interval for the shivan fighters during the Demon fight to make them last longer without bumping the difficulty, and removed the Ares from the loadout because it being there was actually an oversight on my part - This makes it a little bit harder for folks who like the Ares (like me), but shouldn't really affect it much in the grand scale of things. Oh, and I moved the briefing icons slightly so the highlight no longer overlaps the edge of the display area.

So anyway, yeah, I think it's ready for validation.
« Last Edit: March 24, 2008, 11:28:10 am by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline CP5670

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this fir
Actually, if you removed the Ares, we probably do need to retest it. :p I think that will alter the difficulty quite significantly and may put most people over the respawn limit, as the strength and gun energy of the Ares was what made up for the lack of long range weapons (Maxim and Trebuchet).

 

Offline Shade

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
Then we'll retest it :) Still, I think all that change really does is force us to be a bit more careful in not dogfighting inside range of capital ships. The Ares can stand up to flak and AAA beams for a while, which rather unbalances it compared to all other fighters that are available. Plus it's not available in STV, and I always intended the fighter selection to mirror that of STV.

By the way, I think cet_m06b and probably cet_m07b (it's hard enough to need no changes other than the extra player wing) are ready for validation, but cet_m09b (R&B Allover) could use a runthrough to see if it's too easy with 12 players as I don't think we've tried that one at all yet. All of these 12-player conversions have also had their medals removed so slight balance changes compared to the originals aren't really a problem.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline ShivanSpS

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Re: Multiplayer Schedule + How To Get Started in FS2 Multiplayer - Read this first!
Making two missions is always a simple option, but in this way you don't going to have some things like wherever Team 2 do will affect Team 1 chance of success...

Also most of the time we have a lot of people, and the number of big missions are limited.

Thats why will be good to have a new multi mode, something like "Team Coop".

I don't know how complicated will be, but (just given ideas to coders), take the TVT code, remove the who win/lose thing, also remove the team 1: Alpha, Beta, T2: Zeta, Theta, etc.... the rest could be the same as TVT with some adds:

-When you mark a ship as a "player" ship, you will also have to select if a ship of Team 1 or 2, (this is for removing the wing name need for teams as well it will fix the who can give orders to each AI)

-Comm menu will give orders to AI who are in your same team only (I'm not talking of Friendly, hostile, etc).

-Add a sexp to effectively disallow targeting and AI actions outside some range (to avoid targeting of ships too far away with radar = infinite and having AIs going to attack ships that are too far away).

-Add a "Use Team 1 data for Team 2", check box in brief, debrief, objectives and loadout.