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I want to help make a new thievery with darkmod


c0mputer-fr0d

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just thought of another problem besides the two player start points , it's the map changing. with the way the current dark mod is the host is going to have to shutdown the server and then open it again. so it might get a little awkward. I don't know if it's possible to change the system they have for loading maps.

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You can let all the players use the same starting point I think, e.g., just have the code spawn players either beside each other if there's room or, probably more fail-safe, clipping on top of each other temporarily non-physical, then make them rigid again when they move and aren't clipping anymore. Something like that.

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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another update on this, all the original id network stuff works really well with mods the real big problem now for me is just learning how to use what's there and sculpt it for our data like light gem states, loot, and objectives.

 

sidenote: if I get stuck or fed up I'm going to start making a map on the side, specialized for coop in that you can choose to split up and carry out different objectives. It will be kind of like that thief 2 hotel fm that was totally bad ass only not in a hotel.

Edited by c0mputer-fr0d
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There are some very advanced oop concepts that I'm going to have to get more familiar with. I started with more procedural type programming and it is kind of halting me here a little. I remember coding a plugin for an audio daw called cubase and it was a simple plugin but it was challenging for me, made a lot worse by poor documentation and not saying what functions(that I didn't have access to the definitions) actually did. So give me some time I'm no carmack. Gabe Newell says talent is just how productive you can make yourself so I'm going with that philosophy cause I don't have that much of the other definition of talent.

 

Ps: once I finally sat down and focused, this http://www.iddevnet.com/doom3/code.php helped give me an overview of how their systems work and I recommend reading it to anyone else like me who is new to this , even though the darkmod is a lot different it's still using a lot of the id objects and data structures. also, can anyone tell me where the code is for the main game loop? I thought it would be in you know the game folder but no.

Edited by c0mputer-fr0d
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checked out the archive for doom3world.org http://web.archive.o...wforum.php?f=56

it doesn't have the one thread that might really speed this up , the open coop source thread. this is the only archive site I know of.

 

It looks like the website will come back sometime soon

 

SiyahParsomen

D3W will be back soon: http://www.moddb.com/members/thehappyfriar/blogs/doom3world

posted by siyah, one of our members.

hopefully it will be back soon. For now I'm going to keep studying and analysing almost every aspect of the source to figure out how coop will work.

Edited by c0mputer-fr0d
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