The Nexus Forums: For serious discussion of making Multi-player - The Nexus Forums

Jump to content

  • (8 Pages)
  • +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

For serious discussion of making Multi-player

#1 User is offline   Cakester 

  • Enthusiast
  • PipPip
  • Group: Banned
  • Posts: 157
  • Joined: 06-July 09

Posted 22 September 2009 - 04:45 AM

This thread is about turning Fallout 3 into a multi-player game.
This thread is not about what multi-player fallout 3 should be like or if multi-player fallout 3 is a good idea .

I don't have to start college for 11 months. I know a little C++ and plan to learn much more.
I vow to spend as much of my life as possible to get this game to be as multi-player as possible.

I don't expect anyone to want to help until they see some progress. In the next few days, or maybe even a week, I hope to get a simple client and server interaction going as well as having at-least one game function that is server-sided.

There may be future complications when I need a server to host the server application on. But until then I should be just fine testing it on my own computer.

If you have an objection to this or any criticism, please keep it to yourself.
0

#2 User is offline   twilightblade 

  • Fan
  • PipPipPip
  • Group: Members
  • Posts: 340
  • Joined: 14-February 09

Posted 22 September 2009 - 10:19 AM

this is not an objection but i want to ask you these Qs:

how will you handle player mods?
how will you make chatting available? or will it be a couch-buddy thing?
do you have a team?
how far do you want to go in this project?
do you think this'll work?
whats my favorite colour?
0

#3 User is offline   Callighan 

  • From the DPRK to Groom Lake
  • PipPipPip
  • Group: Members
  • Posts: 682
  • Joined: 05-May 05

Posted 22 September 2009 - 10:55 AM

Cakester, bravo to you for being able to implement chatting in game through IRC. Though it's a little rough around the edges, I'm sure some work on UI could help.
Or perhaps you can implement IRC features into the FO3's HUD XML?

As for client-server interaction, I'm not knowledgeable on that department. However, I'm thinking that perhaps you can use script commands such as GetPos X/X/Z as well as SetPos X/Y/Z and UseWeapon-type NPC commands to Get one player's coordinates on one PC and transpose it on an NPC in another PC.
I'm not sure there's a script command for Jumping, but I think it's alright to disable jumping and VATS (which I've no clue how to implement in multiplayer) in order to make a basic FO3 multiplayer work.

As a side idea, what if you make a multiplayer FO3 that's not based on deathmatch?
I'm thinking a space-invaders / beachhead type of game in which two players cooperate in shooting oncoming creatures from fixed positions.

In any case, here's some several problems that needs to be overcome:
1. Getting player coordinates and transpositioning it in another PC
2. Getting what action one player is doing and making its NPC do the same in the other PC
3. How many scripts needed to capture and execute actions.. one script to capture coordinates, one script to capture walking action, one script to capture weapons fire and it's target, etc.
0

#4 User is offline   Cakester 

  • Enthusiast
  • PipPip
  • Group: Banned
  • Posts: 157
  • Joined: 06-July 09

Posted 22 September 2009 - 01:26 PM

Quote

this is not an objection but i want to ask you these Qs:

how will you handle player mods?
how will you make chatting available? or will it be a couch-buddy thing?
do you have a team?
how far do you want to go in this project?
do you think this'll work?
whats my favorite colour?


Player mods won't be supported.
Chatting will be sending messages to each other using a keyboard.
I do not have a team.
Until I feel satisfied.
I think it will work if I can pick a way to do it that gives me control but doesn't eat up the rest of my life.
Your favorite color is Kiwi.

View PostCallighan, on Sep 22 2009, 10:55 AM, said:

Cakester, bravo to you for being able to implement chatting in game through IRC. Though it's a little rough around the edges, I'm sure some work on UI could help.
Or perhaps you can implement IRC features into the FO3's HUD XML?

As for client-server interaction, I'm not knowledgeable on that department. However, I'm thinking that perhaps you can use script commands such as GetPos X/X/Z as well as SetPos X/Y/Z and UseWeapon-type NPC commands to Get one player's coordinates on one PC and transpose it on an NPC in another PC.
I'm not sure there's a script command for Jumping, but I think it's alright to disable jumping and VATS (which I've no clue how to implement in multiplayer) in order to make a basic FO3 multiplayer work.

As a side idea, what if you make a multiplayer FO3 that's not based on deathmatch?
I'm thinking a space-invaders / beachhead type of game in which two players cooperate in shooting oncoming creatures from fixed positions.

In any case, here's some several problems that needs to be overcome:
1. Getting player coordinates and transpositioning it in another PC
2. Getting what action one player is doing and making its NPC do the same in the other PC
3. How many scripts needed to capture and execute actions.. one script to capture coordinates, one script to capture walking action, one script to capture weapons fire and it's target, etc.


I am unsure of the approach I should take when reading and overwriting game values.
0

#5 User is offline   stapletonj 

  • Regular
  • PipPip
  • Group: Members
  • Posts: 88
  • Joined: 28-February 09

Posted 22 September 2009 - 10:36 PM

why would anyone object. i say to you good luck.
0

#6 User is offline   Grim_Raper 

  • Enthusiast
  • PipPip
  • Group: Members
  • Posts: 127
  • Joined: 20-April 09

Posted 25 September 2009 - 07:04 PM

Seriously!!!

Christ if this game had co-op mode I'd never leave the goddamn house.
0

#7 User is offline   stapletonj 

  • Regular
  • PipPip
  • Group: Members
  • Posts: 88
  • Joined: 28-February 09

Posted 25 September 2009 - 10:54 PM

View PostGrim_Raper, on Sep 25 2009, 08:04 PM, said:

Seriously!!!

Christ if this game had co-op mode I'd never leave the goddamn house.


i was telling my cousin about this yesterday and he said the same thing. lol :D
0

#8 User is offline   Xanorak 

  • Fan
  • PipPipPip
  • Group: Members
  • Posts: 419
  • Joined: 24-December 08

Posted 27 September 2009 - 07:43 AM

This would be awesome!
0

#9 User is offline   Necrodus 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 11
  • Joined: 21-September 09

Posted 27 September 2009 - 08:24 AM

there is fallout 3 multiplayer, its called Fallen Earth :D
0

#10 User is offline   Zumbs 

  • Enthusiast
  • PipPip
  • Group: Members
  • Posts: 241
  • Joined: 29-May 06

Posted 27 September 2009 - 09:04 AM

If you are still in the starting out phase, you may be interested in knowing that there are two multiplayer mods for Oblivion, which uses the same engine as Fallout 3. Multiplayer Oblivion and Oblivion Online.
0

  • (8 Pages)
  • +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users


Skin by Skinbox
Quality & cheap IPB skins, premade vBulletin styles, cheap Web templates and more! - Skinbox