New Horizon on 8/2/2008 at 14:28
Simply amazing! :) Great work! I think you could definitely get away with an alpha release at this point.
sNeaksieGarrett on 8/2/2008 at 16:12
Wow, great Tos!
I did notice that there are problems with the torches not going completely out.
Of course I see the problems with the AI/other player movements, but not a big deal.... Its amazing you've gotten even this far, so kudos to you sir!:D
qolelis on 8/2/2008 at 20:35
Mmmm... slideshow... Sorry, couldn't resist... :cheeky:
Anyway, you are doing really great work with this :)
demagogue on 8/2/2008 at 20:52
Just imagining co-op for 600 FMs makes me warm inside.
I never really got into multiplayer for other games because I couldn't trust the other people not to go ape-crazy ... but for this crowd, and this game, it's a different story. I can imagine the FM forum doubling for scheduling coop fests.
How do the objectives work? (Did you answer this before?) Are they like community objectives, so as long as one person fulfills them, they are fulfilled for both? Or when one wins, the other comes along for the ride? What about loot objectives when there's not enough loot for both (and the possibility of inadvertently getting into a situation where not even one player can get enough)?
Beleg Cúthalion on 8/2/2008 at 21:34
If two thieves play against each other, there should be a possibility of killing the first and taking the precious things from him. :sly:
The Phantom on 8/2/2008 at 22:14
Great job getting this to work, Tos!
Would it be possible to make Garrett transparent when in the shadows, like in Thievery and the mission Equilibrium ?
PS: did you forgot the vault code combination? ;)
sNeaksieGarrett on 8/2/2008 at 22:28
I want to ask a curious question... Have you tried playing an FM with this? or is there some sort of work you'd have to do to FMs to make multi work? I assume you would, because you'd have to place a spawn point for player 1 and player 2, right?
Tos on 8/2/2008 at 22:54
FMs should work, but it would really depend on how many things they changed. Any new weapons added by the FM will not show up properly on other players, and any new usable items in Garrett's inventory might have unexpected behavior in multiplayer. If the fan mission uses the same assets as the original missions though, I don't think there should be many major problems. Note that saving and loading do not work yet however, so you'll have to start a new game in order for it to synch in multiplayer.
None of the original missions needed to be modified (yet) to work with multiplayer, and you do not need to add extra spawn points. All of the players will just spawn at the regular starting location. Could result in a bit of a traffic jam with many players, but it works just fine with two.
Objectives work surprisingly well. If one player completes one or causes new objectives to be received, they'll update for all of the other players. I actually didn't have to do anything special to get this to work. The only problem that I'm aware of is that since loot is not shared between the players, one player has to collect most of the loot on the map in order to fulfill any loot objectives. Still trying to come up with a good way to solve this.
The bow animations were a little funky in that video because I have it set to use the guard bow attack animation on players right now, which was never designed to work for the player bow. Players will appear to release the arrow before they actually have because the animation is not set up to wait until you've actually fired the arrow to end, it just does after a set time. Someone (i.e not me, since I have no experience with animation) will probably have to create new animations or modify the existing ones, if it's possible, in order to fix things like this. Melee weapon animations work much better, however.
Making Garrett transparent might be possible. I'll look into it when some of the other things have been fixed.
As for the vault code, blame vort for that. I was the one taking the video. :p
vort on 8/2/2008 at 23:11
There's a bug with the machine you enter the code in, it used to work fine though so it'll get fixed eventually once we figure out what we messed up.
If you watch the video again you'll notice after I entered it the first time I started walking towards the door expecting it to open, but it didn't. I started entering the code slowly after that thinking it might work better, and it ended up taking about six tries.
About FMs, I've never tried one and I don't know if they edit the gamesys file or not, if they do though you'll likely encounter problems because to get mp working properly you need to change a lot of sound properties in it as well as add a few new things to it...
jtr7 on 8/2/2008 at 23:15
For FMs, it sounds like we need a DarkLoader expert to shed some light.