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I want to help make a new thievery with darkmod


c0mputer-fr0d

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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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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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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

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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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.

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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.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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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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I am the bat. The night is mine.

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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.

My Eigenvalue is bigger than your Eigenvalue.

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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.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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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?

Clipper

-The mapper's best friend.

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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
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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
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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.

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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.

I am the bat. The night is mine.

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