Domarius on 14/4/2008 at 10:51
Hey I haven't posted here in years, but I got linked to here from thedarkmod.com and I just wanted to say that if your LAN project ever becomes usable, it'll be a dream come true - me and my bros have always wondered what it would be like to play some of the cool FMs in co-op mode. Calendra's Legacy would be my first choice.
I thought we'd have to wait till someone did a "modern front end" like DoomsDay, but judging from your news, sounds like you're well on the way!
RavynousHunter on 14/4/2008 at 19:43
Bwoy! Don't be takin the name of my Project from me! (I'm a programmer of the Guild Wars LAN Project)
Don't taff with me and my project (or its name)!
ElfEaterDK on 18/4/2008 at 10:56
Hi Tos (and cohorts).
I came by this thread when googling for a Thief2 coop. I wish you the best of luck with this Dark Project.. I notice that you problems with the blackjack. I have a suggestion, but not knowing the code, I'm not sure it's applicable. Anyway.
How about altering the function of the blackjack to do the same kind of damage as the sword. Yes it will kill the guard, but you could place an amount of unconscious guard hidden behind a wall. Whenever someone makes a "kill" with the blackjack, you switch this guard for his unconscious counterpart. I believe some heavy scripting could get the job done..
Hope you could use this for inspiration - and best of Luck
vort on 18/4/2008 at 17:17
the problem with the blackjack is that the game switches between having the host and clients host AI guards, and if you aren't hosting the guard you attempt to knock out, it won't run the script that does the deed. If you use ai_no_distribution in user.cfg it never switches over the guards, so the host can blackjack just like in singleplayer, while the clients never can.
there's quite a few workarounds one can think up to fix it, but they all seem to end up having drawbacks or are too much work to even finish in the first place.
with your suggestion the blackjack would either need to do enough damage to kill an enemy in one hit, or you'd have to keep attacking a guy over and over until you kill him with it, you'd also have to figure out how to tell the game to not count those "kills" as actual kills, which can fail missions depending on the map and difficulty settings.
MrBosnia on 18/4/2008 at 20:33
Personally for me this thing is too bug-ridden and unstable to be made out of something serious by a couple of amateur programmers. We would need a strong team of people to take this and propel it forward into a serious multiplayer extension for T2.
Gambit on 18/4/2008 at 20:50
These guys are not amateur. To manage what they managed with dromed is... well, there´s no word for that. They´re doing an excellent work. And bugs take time to clean, that´s natural.
Renault on 18/4/2008 at 21:22
Quote Posted by MrBosnia
Personally for me this thing is too bug-ridden and unstable to be made out of something serious by a couple of amateur programmers. We would need a strong team of people to take this and propel it forward into a serious multiplayer extension for T2.
That's pretty harsh. Who are you to speak out about this anyway - there has been no release, you don't even know what kind of bugs and instability are involved.
More importantly, how about a little appreciation for all the work done so far? Oh, and I don't remember you offering any help either. :p
MrBosnia on 18/4/2008 at 23:10
Quote Posted by Brethren
That's pretty harsh. Who are you to speak out about this anyway - there has been no release, you don't even know what kind of bugs and instability are involved.
More importantly, how about a little appreciation for all the work done so far? Oh, and I don't remember you offering any help either. :p
The video posted on the original post suffices for being able to analyze how the extension is functioning.
And its not called being harsh, it’s called attempting to take a realistic view towards things.
vort on 18/4/2008 at 23:38
We know it's never going to be perfect, or even playable to some people, it is fun to work on though. The whole thing came about after I jokingly told Tos to make a co-op mod for it one day, because he's had experience working on hooks for other games (server/client side anti-cheat, bug fixes, etc.) He re-installed it one day and stumbled on the netcode while working on something else, and after comparing it to SS2 noticed it appeared largely intact, which was wrong as a lot was missing, broken or unnecessary.
When he first got it "working" we were able to connect and after starting a new game, it was frozen. Unfortunately this is about as far as anyone else has got in terms of getting the code working in T2, at least from the threads I found searching these boards. We realized the game was paused though because SS2 does the same thing at times and after figuring out how to break it, we were both textureless models, the host could not see clients move and the host lagged like shit for the client. The only thing that worked at all was doors. Not even the sword you see us murdering everyone with in the original video of the thread worked. :p
There was a lot of progress made between that time and the video in the original post of this thread, and a lot more between that video and the one of Framed we posted a while back, which you seem to have missed. edit: a couple of things for example, an entirely new chat system, respawning, weapons attachment like SS2 (blackjack appearing in your hand when wielding it), animations that were missing from the players (drinking a health potion among other things), loot sharing, most sounds fixed, projectiles created by players appear for others, lag reduced by decreasing the update delay, etc
Anyways, a "strong" team of programmers would not be as useful as you'd think in this project, because most programmers don't bother learning more than extremely basic assembly, and I think you'd need to know a lot more than Tos to be useful, unfortunately. I know a little and I know I'm largely useless. :(
davidsung on 10/5/2008 at 14:53
Any new progress?