qolelis on 11/12/2007 at 16:35
Most impressive, especially considering how every thread I have read about the multiplayer leftovers in Thief 2 has concluded that the code is impossible to revive.
Henri The Hammer on 11/12/2007 at 16:39
Wow, looks great. I've always wanted to play Thief in LAN. :thumb:
Tos on 11/12/2007 at 18:13
Quote Posted by Yandros
Tos, I can't view the AVI. What codec is being used?
I used Xvid to compress it. It should be viewable with either that or DivX installed on your system.
Quote Posted by qolelis
Most impressive, especially considering how every thread I have read about the multiplayer leftovers in Thief 2 has concluded that the code is impossible to revive.
It was actually surprisingly simple to get working, given that. The biggest problem was that Thief makes no attempt to synchronize the game between all of the clients when a new game is started (as System Shock 2 does), and will be forever paused in the "Waiting for players" mode that System Shock 2 would be in under the same circumstances. Once that was corrected, my friend and I were able to see each other in the game world and to move around.
The issues now however are the rather large number of things that were simply never designed to work in multiplayer. I'm hoping someone more experienced with DromEd than myself will know how to fix at least a few of the problems I mentioned above.
Mortal Monkey on 11/12/2007 at 18:59
Wow.
The other player not being able to do much, does that include hiding in the shadows? Or is it possible to ghost somewhat normally?
Tos on 11/12/2007 at 19:28
Quote Posted by Mortal Monkey
The other player not being able to do much, does that include hiding in the shadows? Or is it possible to ghost somewhat normally?
Kind of. The AI is rather unresponsive to you when it's being controlled by a different player. They will notice you if you get too close, but it is much easier to evade them than it should be. They do act normally when they're being controlled locally, though.
qolelis on 12/12/2007 at 02:11
Quote Posted by Tos
It was actually surprisingly simple to get working, given that.
Maybe you are the first to
really try to get it working!?
Anyway, this is exciting news and I'll be interested in hearing about your progress.
clearing on 12/12/2007 at 04:22
(
http://www.3dactionplanet.com/thief/features/interviews/pearsall/index.asp)
Quote:
What is the current official word on Thief and multiplayer?
We don't want to put multiplayer into Thief just to be able to say that it has multiplayer. We want to be sure that any Thief multiplayer experiences are just as good as what we've been able to do with the single player experience. That said, I can confirm that we do have some people working on Thief multiplayer prototyping.
5tephe on 12/12/2007 at 05:33
No seriously: your level of Utter Awesomeness is killing me.
Of course, the real test will be to figure out how two THIEVES can play together (or against each other) in a level.
I would suggest that you pick a level like First City Bank and Trust, and start the two players on opposite sides of the map, and see who can get away with the loot first.
Of course, then there is the issue of hiding from each other. How do you make someone all but invisible when they are crouched in a shadow? Invisible from another player, that is: not from the AIs.
Then, of course, there is the option of playing levels co-operatively. But you'd need bigger and harder levels. Ones where two players were NEEDED to bypass certain security systems would be the UTTER ZENITH of thievery.
Ooooh! That game would have to be called "Heist - the Combination"
Yandros on 12/12/2007 at 17:06
Quote Posted by 5tephe
Of course, then there is the issue of hiding from each other. How do you make someone all but invisible when they are crouched in a shadow? Invisible from another player, that is: not from the AIs.
SilentSleep did this with the Keepers in
Equilibrium 6 years ago, and it's even easier to do nowadays than the comparatively Rube Goldberg setup he had to go through back then. It shouldn't be very hard to adjust the alpha of player models based on visibility, and I'm pretty sure by default that doing so won't affect AI's ability to see and hear players (which is still driven by the system that controls the light gem and sound propagation).
BrokenArts on 12/12/2007 at 19:07
Just go play Thievery, end of thread, problem solved. :p