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I want to help make a new thievery with darkmod


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#1 c0mputer-fr0d

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Posted 26 February 2014 - 04:16 PM

I want to help make a new thievery with darkmod but I would need help. I understand a lot of the key concepts and have worked with sockets before , raw sockets even. But I couldn't do it by myself. So I was wondering if anyone else would want to get together and start the server code. We should go with client side prediction of movement and projectiles because I feel it is the best way to do things considering our community and considering that the other traditional way results in bullshittery if you have ever played the source engine games you know this. Just want to put that out there I want to do something for the thief community. If anything I could just make some of the main data structures and I would let someone else handle the heavy work.I'm sure we can find an already existing code base of a network implementation for an fps game and kinda work off it. I would also like to ask the community if they would want coop as well or a thief vs thief like thievery had. Let me know good people I want to help somehow I have a lot of ambition just skill let's me down sometimes.
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#2 grayman

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Posted 26 February 2014 - 04:43 PM

Just so you know, multiplayer is not implemented in TDM.

#3 c0mputer-fr0d

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Posted 26 February 2014 - 05:10 PM

Yea I'm hoping that the darkmod team's stuff is well commented and that I can ask them stuff when needed

#4 nbohr1more

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Posted 26 February 2014 - 05:43 PM

Demagogue might be able to assist you, he's looked into this a little.

You might also glean some general multiplayer and co-op ideas from an archive of the www.doom3world.org website (site is currently down indefinitely).
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#5 SeriousToni

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Posted 26 February 2014 - 05:53 PM

I would love to see TDM go thieverish :)

Do you have a plan where to begin? There are many coders around here who might assist you in one or another question if you ask them nice ;) (but not me I am not a coder person) :laugh:

Edited by SeriousToni, 26 February 2014 - 05:53 PM.

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#6 c0mputer-fr0d

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Posted 26 February 2014 - 06:12 PM

yeah my plan is just to start with the server side of things like make all the data structures for what we are going to send back and forth. as for the client I would just have it send very basic inputs for start. I'm going to need read up on a lot about game physics too.Early on I would want to make a new button in the mainmenu that says multiplayer and a server browser opens up so it would be easier to test things. I'm also going to need to use a cross platform sockets library, that is easy enough to use. there's quite a few of those.

#7 Flanders

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Posted 26 February 2014 - 06:20 PM

Wouldnt it be easier to start with a coop mode? People would like that.

#8 c0mputer-fr0d

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Posted 26 February 2014 - 06:24 PM

oh I didn't mention that in my first post?? I might make a poll here asking if people would rather see a coop mode first or a full on multiplayer.

#9 Bikerdude

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Posted 26 February 2014 - 06:24 PM

Yesh, I do like the sound of that.

#10 demagogue

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Posted 26 February 2014 - 08:13 PM

Coop is good because most of your content is going to be the normal single-player FMs that are already being made, and those play best coop style. You'd have 70 FMs to play with a friend right out of the box, and every FM that comes out in the future will be ready for it. Whereas a full-on multiplayer mode is only going to play well for maps made that way, which cuts the playable maps down to just a few that have to be made for that (and don't play well singleplayer). So I'd start with coop first, and then when that's working think about adding Thievery-style on top of it.

IIRC, some systems would have be remade with multiplayer in mind. I think things like frobbing, objectives, inventory, S&R, some scripts, things like that... I think that was the main challenge. But, you know, make a local branch, toy with the multiplayer code, get to know how the systems work that might break. There's no substitute for just experimenting and figuring out things for yourself.

I'm not sure anybody has really looked that deeply into it, so there's no experts on it. Edit: ... around here, I mean. Yeah, like nbhor said, there are some D3W people that know the multiplayer code that you could talk to. If you decide to take it on, be sure to document what you figure out for everybody else to follow.
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#11 taaaki

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Posted 27 February 2014 - 12:32 AM

I'm pretty sure that we left the multiplayer code in, but it has been neglected so you will need to make sure that everything is still intact on that front. If not, you might need to go back and compare with the D3 GPL code. Like demagogue suggested, get the code from SVN and start by digging around a bit (SVN details are on the "Downloads" page).

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#12 7upMan

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Posted 27 February 2014 - 04:33 AM

You might also glean some general multiplayer and co-op ideas from an archive of the www.doom3world.org website (site is currently down indefinitely).


So what's the thing with that site? It was around for ages, hard to believe it's gone.
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#13 STiFU

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Posted 27 February 2014 - 05:59 AM

One serious issue with multiplayer are player animations as in: there are actually none! :D You would have to do all player animations from scratch. It's not just setting up some multiplayer code.

#14 demagogue

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Posted 27 February 2014 - 06:14 AM

On that, Thief2 doesn't really have player animations either, about the same as TDM, but coop multiplayer is still hella fun. The stupid minimal animations make me smile actually. Get the functionality first so people can starting having fun; animations can come later.
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#15 Sotha

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Posted 27 February 2014 - 07:37 AM

On that, Thief2 doesn't really have player animations either, about the same as TDM, but coop multiplayer is still hella fun. The stupid minimal animations make me smile actually. Get the functionality first so people can starting having fun; animations can come later.


This. I suppose it is important to get the ball rolling. When people see this is progressing forward and that it is really happening, there will be more interest and you might able to get animators activated.

You can do crude placeholder animations in few minutes, you know. Remember this?
https://www.youtube....h?v=MLmWjQXQoMc
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#16 c0mputer-fr0d

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Posted 27 February 2014 - 09:57 AM

I wanted to learn how to do some animation anyways and also being me I would want to know how stuff like blender works. but the sad part is I have a really hard time learning new interfaces for programs. I still can't figure out how to select a brush that has been put down in dark radiant

Edited by c0mputer-fr0d, 27 February 2014 - 10:00 AM.


#17 c0mputer-fr0d

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Posted 27 February 2014 - 10:16 AM

would 2 and 4 player coop be suitable or just 2?

#18 161803398874989

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Posted 27 February 2014 - 01:12 PM

Start with making 2 player functional, but make sure the code is easily expandable to any number of players.
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#19 c0mputer-fr0d

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Posted 27 February 2014 - 02:00 PM

Just a report that I'm looking at the darkmod source and I really think I can pull it off but it shall take quite some time. right now I'm looking at the part of the code that handles the objectives and I'm trying to see how I can make it so it communicates those to each person. Also trying to search for the main menu code so I can add the coop button and a browser but I can't find it. I'm just doing preliminary analysis not necessarily going to start with these things just looking at them. we also need to make the map files have two starting points which I don't really know how to do right now.

Edited by c0mputer-fr0d, 27 February 2014 - 02:26 PM.


#20 Springheel

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Posted 27 February 2014 - 02:23 PM

Adding a button will be trivial.

#21 c0mputer-fr0d

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Posted 27 February 2014 - 02:53 PM

it seems like there is a lot of the multiplayer doom 3 code in here that I can use
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#22 Springheel

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Posted 27 February 2014 - 02:59 PM

I'm sure there will be lots of interest in this, and people to offer some help and encouragement. But don't underestimate how much work it will be.

#23 c0mputer-fr0d

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Posted 27 February 2014 - 03:26 PM

yeah looking at other people's code especially huge oop stuff is really daunting but I must break through and get her done.

#24 taaaki

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Posted 27 February 2014 - 03:55 PM

Don't feel too pressured to make changes straight away. It took me a while to get a good feel for how all the pieces of the engine fit together and interact (I still don't have a full picture), so you should probably spend a decent amount of time just figuring out the various program flows and conventions. This kind of project is going to require a fairly good understanding of game code and game systems, but you will still need to know what is going down in the underlying tech 4 code. Just take it easy and have fun.

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#25 c0mputer-fr0d

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Posted 27 February 2014 - 04:52 PM

Thank you that was very supportive :) There doesn't seem to be a resource folder in this project where are all the resources for menu strings and such?




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