Nameless Voice on 12/12/2007 at 20:23
Quote Posted by Tos
Given the number of problems I'm currently facing with this, I definitely don't want to get anyone's hopes up for working multiplayer in Thief 2 yet. It seems as if more progress has been made with this than any previous attempts to get multiplayer operational however, and some of these issues should be fixable.
(
http://www.ttlg.com/forums/showthread.php?t=113052) Are you sure?
Admittedly, yours is more technically impressive.
One of the main reasons I never got far with that, though, was because there really is no place in Thief for multiplayer. It simply doesn't make sense in the context of the game.
Your video does a very good job of demonstrating what Thief multiplayer
shouldn't be like: a mindless fragfest where you just run around and murder people. If you want a game like that, you may as well just play a standard FPS.
Still, I'll be impressed if you manage to get it to work properly! :D
Beleg Cúthalion on 12/12/2007 at 20:33
In my humble opinion a lot of things that the fans publish are waved through as somehow "thievy" although I cannot find a place for it in my imagination of the Thief universe. But usually I can accept them as something new or extraordinary. On the other hand, this mutliplayer seems to have a base in both technical aspect (after all it was somehow hidden code in the original game, did I get this right?) and in a gameplay/story way. The Downwinders work in teams, as far as I can remember, so why not take the multiplayer as a Downwinder game if we are (doubtlessly justified) afraid it could never fit the original gameplay?
nicked on 12/12/2007 at 20:51
If the technical side of things can be made to work smoothly, the best bet would be to completely redesign the levels to incorporate multi-person challenges and the like. I can see some great potential with types of games in fan missions; but clearly, playing through the official storyline as is with two players would be a bit odd - the game's just too story driven.
Tos on 12/12/2007 at 21:43
Quote Posted by Nameless Voice
(
http://www.ttlg.com/forums/showthread.php?t=113052) Are you sure?
Your video does a very good job of demonstrating what Thief multiplayer
shouldn't be like: a mindless fragfest where you just run around and murder people. If you want a game like that, you may as well just play a standard FPS.
Still, I'll be impressed if you manage to get it to work properly! :D
Heh, I was waiting for this.
As I said in my original post, the AI is not working well enough for both players yet to really play the game like it's Thief. Running around killing everyone isn't exactly how I'd play the game myself in single player, but I felt it would do a better job of showing everyone the problems with the current implementation of multiplayer (lag, missing animations, occasionally unresponsive AI) than just ghosting through a level. Blackjacking the guards was also out of the question, as that simply does not work right now.
With that said, yes, I did see your video before I started working on this, and I was quite curious about how you managed to get several things to work. It seems as if you've fixed the missing models and animations for one (at least in System Shock's engine, I hope it's possible in Thief's as well without too much effort). Would you be willing to share some of that information?
Quote Posted by nicked
If the technical side of things can be made to work smoothly, the best bet would be to completely redesign the levels to incorporate multi-person challenges and the like. I can see some great potential with types of games in fan missions; but clearly, playing through the official storyline as is with two players would be a bit odd - the game's just too story driven.
Assuming this can be made to work properly, that will probably be necessary. Most of the single player levels would probably be too easy for two players, even on expert difficulty.
Nameless Voice on 12/12/2007 at 21:57
Quote Posted by Tos
It seems as if you've fixed the missing models and animations for one (at least in System Shock's engine, I hope it's possible in Thief's as well without too much effort). Would you be willing to share some of that information?
SS2 already has working motions and weapon models for players, though the weapon models are hard-coded to the archetype names of the standard SS2 weapons, so a bit of trickery is involved (naming the Sword archetype Wrench, etc.) to get the appropriate models to show up.
I never quite got blackjacking to work properly, either. It almost worked, but the AIs would always finish whatever they were doing before falling over, which was rather disconcerting. You hit a guard who's walking, and he says "ow", takes another step, and then falls over . . .
Tos on 12/12/2007 at 23:11
Hmm, this is unfortunate. Thief seems to be missing some of the functions that SS2 uses to attach weapons to creatures. Not all of them however, so I may be able to replicate some of the functionality. Thanks.
Quote Posted by Nameless Voice
I never quite got blackjacking to work properly, either. It almost worked, but the AIs would always finish whatever they were doing before falling over, which was rather disconcerting. You hit a guard who's walking, and he says "ow", takes another step, and then falls over . . .
Heh, better than I've got it working so far!
[NAUC]Chief on 13/12/2007 at 12:08
Out of curiosity can your network DLL hook into the demo, or is there too much missing from it.
As much as I liked LOTP, The Unwelcome Guest would sure be fun multiplayer however bugged (for in-game chat I wonder if xfire would work).
Beleg Cúthalion on 13/12/2007 at 12:30
Just a little thought about the chat: I never really liked those general chats that allow you to send messages from (in thief terms) the clocktower to Angelwatch. It should be somehow based on closeness or how loud you speak (whisper-talk-scream or something).
Jah on 13/12/2007 at 12:42
Quote Posted by Beleg Cúthalion
Just a little thought about the chat: I never really liked those general chats that allow you to send messages from (in thief terms) the clocktower to Angelwatch.
On the other hand, the Keeper enforcers have the ability to communicate telepathically... ;)
Beleg Cúthalion on 13/12/2007 at 12:45
Well, we can all play as enforcers, that's true.