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Multiplayer - State and Contributions.
Agent Jones posted a topic in The Dark ModHello. I have started to work on multiplayer and I'm looking for contributions. After some tweaking now you can set up a server or connect to one. Here's an overview: -I've added a few placeholder GUIs and a Join Game button for the host. I think I can't do much more than that since I don't have the original GUI assets from Doom3 -The player will be able to respawn after death by clicking attack, just like in Doom3. The fadeout effect is quicker than the single player one. Maybe the player should stay in spectate for 10-30 seconds. -Commented out the part about player skins, since I don't need it right now. -Event_GetEntity: if the entity you want to get in a script is named 'player1', the function will redirect you to gameLocal.GetLocalPlayer() -Added back the si_pure cvar for the server/client checksum check: if the cvar is set to 0, players will be able to connect even if their installations don't match. -I haven't worked on the objectives. /Commented out the objectives part. I'm not sure what the server is supposed to do after someone completes all the objectives. Restart the map? Change map and force the client to install another mission, then restart the game and reconnect? -Frob highlighting is done client-side, you can pick up objects but I couldn't get grabbing/lifting to work. -Various band-aid fixes. Here's a list of things that need to be fixed: -Weapons (clientside). They work only for the server host, and I can't quite figure out how the client is supposed to change weapon, since the SelectWeapon function is reserved for the host. -Inventory (clientside) -Flashbombs and flashmines don't spawn in the right place when used. -Lightgem.The AI are blind. -Chat GUI and other GUIs. -Third person animations. People can't see when I'm attacking because the player's torso is stiff. Does the player's worldmodel support the existing NPC animations? If so, most of the work is already done. In any case, we'll need a mantling animation, which could benefit single-player guards too. -Speaking of mantling, client mantling is buggy. The camera animation runs at double the normal speed, and the player is not left hanging on ledges, so the clients often land back where they started unless they keep jumping. -A new server message which tells all players when an objective has been completed. -The player's head is bugged when another client connects. Right now there's not much you can do, besides hosting a jumping/tap-dancing competition or roaming together around a map (without AIs). You can use 'say <message>' to chat. Here's the code. I have included only the files I've changed. https://www.dropbox.com/s/16j3mlkwprthsin/multiplayertest.zip?dl=0 I have also included an executable and DLL for windows in the zip. I recommend you to back up your old ones, because the new ones were compiled with vs2013 which has a few weird bugs. This was based off the latest official source(2.03). Maybe we could set up a branch, or add this directly to the main branch. Thanks to SteveL for some tips. IMPORTANT: the client's installed FM must be the same as the server's, otherwise the client will keep trying to restart the game endlessly trying to find it.
The Dark Mod Coop
xXJ0SH7417Xx posted a topic in The Dark ModI was wondering if anyone from the community or DarkMod team could make a Coop mode for the TheDarkMod? I was trying to do the coop mod with my friend on Thief II: The Metal Age and we didn't really understood it very good. So, is there anyway possible to make a coop mod that is easy to do and the community could make coop fan missions for? I would love to have a server browser but if you can't IP Address connecting would be fine too. Thanks to the people who reply to this new topic..
The Dark Mod (Coop Mode?)
xXJ0SH7417Xx posted a topic in Off-TopicI was wondering if anyone from the community or DarkMod team could make a Coop mode for the TheDarkMod? I was trying to do the coop mod with my friend on Thief II: The Metal Age and we didn't really understood it very good. So, is there anyway possible to make a coop mod that is easy to do and the community could make coop fan missions for? I would love to have a server browser but if you can't IP Address connecting would be fine too. Thanks to the people who reply to this new topic..
TDM and multiplayer
MirceaKitsune posted a topic in The Dark ModI'm sure the idea has occurred in someone's mind before, and it's certainly made me curious: Has a multiplayer mode ever been considered? Obviously I'm not talking about DeathMatch, and players using bows and swords to frag each other and score... there are enough FPS projects designed for that purpose. I'm thinking of multiple players partaking in the same mission on a server. The most obvious way is a coop mod, where any player can join the mission and play it as usual (no attacking each other). When a player completes an objective, the objective is marked as completed for everyone. Players can form groups and go for different objectives to complete the mission faster. I believe this would automatically work for all existing missions. An alternative mode, which is what I think would make the effort worth it, are players being able to join different sides: When entering the server, each player is asked what role they wish to play. Each role changes where the player spawns, what objectives they have, and who their enemies and allies are (among both players and AI). For example, a mission can contain the two roles "thief" and "guard": Players who join the thief team spawn outside of a house which they must enter and rob, and will be attacked by both guard AI's and guard players. Players who join the guard team instead will spawn in the house and be friends with guard AI's, while their objective is to find and kill all players in the thief team. I imagine this would require greater coding and refractoring some existing mechanics though. Obviously there would be limitations and concerns to playing online. The most obvious is that saving and loading would no longer be possible, and once a player is dead they must be turned into a floating spectator. Another issue is that unlike FPS games, TDM would be more prone to trolling in an online environment. For example, if there's an objective which requires you to not kill someone, a troublemaker can do so and end the game for all players. Some players might also feel like killing everyone in sight, making others who prefer stealth feel that the game is being ruined.