Gecko on 24/2/2009 at 01:49
Quote Posted by Tos
The only solution I can offer at the moment is to create a custom script of your own that emulates the functionality of TrigRoomPlayer
That would be great. I have much Ideas for my multi FM. but i use much Trigrooms...so it´s indispensable for me.
I build everything in my FM always 3 times . . .for 3 players.
An example.
There are 3 targets which are moving up and down. The player has to hit all 3 in the middle. Only then he can go to the next room.
or
There are ropes on the ceiling. The player must be as fast as he can to the other side. if the player is too slow, he falls down...because the ropes disappear after short time ... one after the other. after the player fell he must try it again.
At the end...the fastest player wins the game.
but i have much more ideas :D
sNeaksieGarrett on 24/2/2009 at 05:19
Sounds great gecko! You have some interesting ideas....
Though I think you may want to hold off on building for multiplayer since it's still in beta (at least, if you are going to be using scripts because it's as Tos said...)
ManicMan on 24/2/2009 at 16:04
any one wanna put forward a cash prize to the first person that can get Mission X as Muilt-player? wouldn't that be great... but very hard..
sNeaksieGarrett on 24/2/2009 at 20:25
Don't you mean multi- player?:p
Anyway, that would be quite an undertaking!:o
(It would be interesting to try that mission as this patch is now, and see how well it runs... I'm sure lots of things will be problematic.)
ManicMan on 25/2/2009 at 10:52
yeah, sorry ^_^
Oh, noticed another small bug.. or two.. When the Client knocks out someone, not only can he not pick up (which is of course, set in due to problems) but they can't pick anything off there belt. In fact, this got a pain the other day when on Blackmail, you need to pick the pockets (and the client knocked the guy out first ¬_¬) but then, as host i can't pick up the item or the person either.. though on the one case, that seamed to wear off after a while..
Also, i knocked out a guy, moved his body but the client still saw the body in the place it was before i moved it.. another part of the 'carry' bug?
Thor on 25/2/2009 at 14:45
Quote Posted by ManicMan
yeah, sorry ^_^
Oh, noticed another small bug.. or two.. When the Client knocks out someone, not only can he not pick up (which is of course, set in due to problems) but they can't pick anything off there belt. In fact, this got a pain the other day when on Blackmail, you need to pick the pockets (and the client knocked the guy out first ¬_¬) but then, as host i can't pick up the item or the person either.. though on the one case, that seamed to wear off after a while..
Also, i knocked out a guy, moved his body but the client still saw the body in the place it was before i moved it.. another part of the 'carry' bug?
Actually, being as a client, i
could pick pockets, but usually when i KO them. Worked in "Tracing the Courier", atleast.
Anyway, i and a few other fellow taffers are having a damned problem. No more than 2 (including host) can connect to a server, the other one gets his game frozen and gets disconnected.
Poesta on 25/2/2009 at 15:05
I finally tried multiplayer with my brother. The crate behaviour is very weird, sometimes they're jumping up and down and sometimes players are jumping up and down when near crates. Also, some crates cannot be picked up by another player when you've picked them up first. After a while they can become frobbable again but not always(?). There was even a crate that both my brother and me couldn't pick up.
Also, the food lift in Running Interference doesn't work properly.
According to my brother, I warped through a wall and he saw me flintstoning somewhere while I actually was somewhere else. This isn't be caused by the connection, is it? There's only a router that connects our pcs.
ManicMan on 25/2/2009 at 16:07
the warping could be a problem with connection. I use two computers connected via a Router but there is still a bit too much overhead.. when i check the ping for the Client, it's mostly at 10.. and i get the odd problem with seeing someone in the wrong place. Check the Ping when you play to see if it's high or not.
sNeaksieGarrett on 25/2/2009 at 16:14
Guys, these are known bugs... Though I thought item pickups were fixed...
There's a
known issue with clients not being able to pick up bodies, and therefore it was actually disabled by Tos. Hosts can still pick up a body, but I had discovered awhile back that if the client knocks out a guard and his attention was directed at the client, then the host cannot pickup that body.
Quote Posted by Poesta
Also, some crates cannot be picked up by another player when you've picked them up first. After a while they can become frobbable again but not always(?). There was even a crate that both my brother and me couldn't pick up.
As far as the crate behavior, I recall having that same issue in a previous build. I'm not really sure why that happens, I'm sure Tos could explain it... It's got to do with throwable items, as in previous builds there were problems with throwable items.
If your ping is under 200, then you can't be lagging that much....100 - 200 range is kinda laggy, but below 100 shouldn't be much of an issue. Though I dunno for sure because as Tos said, thief's network code is pretty shoddy.
ManicMan on 25/2/2009 at 17:22
Ping of 10 or so i normally get a bit of lag in placements on most games. Not an amazinlg amount but enought.
Oh and yes, i'm sure i said about Clients are disable from picking up bodys and i think the bit about host not always beening able to pick up a client's body might be know, but the more related bug on that issue was pickpocketing a client knocked out body which shouldn't be effected by not being able to pick up a body.