Topic: Bare-bones OP multiplayer script request  (Read 16835 times)

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Offline Skaren

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Re: Bare-bones OP multiplayer script request
« Reply #20 on: September 26, 2006, 10:48:11 am »
As I suspected it creates a new scenario to choose from, so that will not work for us.

No chance in hell the mod that is done for that, can be put in the Sector Assault Mod ??
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Offline NuclearWessels

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Re: Bare-bones OP multiplayer script request
« Reply #21 on: September 26, 2006, 01:38:43 pm »

Whoops - just noticed that I forgot to put the Skirmish/Multiplayer scripts in the last time I uploaded the warp pack, I'll correct that ASAP.

And no, sorry Skaren, as you guessed - this is just enabling capture on a script-by-script basis, so it won't help with sector assault.

dave

Offline Skaren

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Re: Bare-bones OP multiplayer script request
« Reply #22 on: September 27, 2006, 07:32:24 am »
Well maybe some day?

So how do you folks modifly a script, do you use some sort of compiler to read it? 
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Re: Bare-bones OP multiplayer script request
« Reply #23 on: September 27, 2006, 11:38:33 pm »
Well maybe some day?

So how do you folks modifly a script, do you use some sort of compiler to read it? 

Yeah, we need the C++ source code from whoever wrote it, then compile it using Visual C++ 6.0 (together with the SFC API).

dave

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Re: Bare-bones OP multiplayer script request
« Reply #24 on: September 28, 2006, 03:37:32 pm »
Yes Dave

but apparently you folks are modding and making scripts now, so my question is how do you do it   :huh:

I don't need a 10 page explanation, I was just curious is there a app that allows you to look at a script file?
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Offline NuclearWessels

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Re: Bare-bones OP multiplayer script request
« Reply #25 on: September 29, 2006, 10:31:00 am »

The scripts we are making/modding now are ones that we do actually have the source code for -- either code we've written from scratch based on the SFC API or modifications we've applied to the source code for the Taldren dynaverse scripts (Taldren gave us the source code for the dyna scripts a few years back).  There isn't an app that allows us to take an existing script (.scr) file and directly modify it.

If you do have the C++ source code for a mission you can modify it by
 - installing VC++ 6.0 (sp4 or better)
 - installing the SFC API (download available on dynaverse.net)
 - modifying the source code and re-compiling

dave

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Re: Bare-bones OP multiplayer script request
« Reply #26 on: September 29, 2006, 03:11:48 pm »
I find it interesting they would give you some source code,.. I am sure there is an interesting story to go along with that.

Maybe someday you folks will get it all.  Now that would be a Hoot !
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Re: Bare-bones OP multiplayer script request
« Reply #27 on: September 29, 2006, 03:30:22 pm »

The API they provided originally had a number of their mission scripts included as examples/explanation, so I'm guessing they didn't think it was too much of a stretch to release the sources for the rest of them a year or two later.

The API is very segregated from the underlying game code (painfully so),  so they weren't too worried about giving away any big secrets ;)

Giving Dynaverse.Net access to the server code was a HUGE deal -- we're still super appreciative of that!   It would be cool if we could get our hands on the rest , but I won't be holding my breath ;D

dave

Offline Kid Carrson

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Re: Bare-bones OP multiplayer script request
« Reply #28 on: December 04, 2006, 07:12:41 pm »
Hi Dave:

I was wondering if you've had any time (or may have some time) to work more on the multiplayer capture?  I'm still hoping for a white christmas and a capture multiplayer (that maybe lets the captured ship leave the battle or do something other than self destruct). 

I've got to thank you again for all that you've done; we've had a ball so far with your work.  We're especially fond of the warp variants currently.  Adds a whole new dimension to the game.

I know if you're able to get the multiplayer capture where the ships don't blow up, we'll really enjoy them too. 

Thanks for all of your efforts.

KC 

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Re: Bare-bones OP multiplayer script request
« Reply #29 on: December 04, 2006, 07:42:06 pm »

Yes, I'm still hoping to go ahead with the multiplayer version of the assorted beasts once I'm through debugging the current lot (it's going slower than expected, as always  ::) )

Keep your fingers crossed!
dave

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Re: Bare-bones OP multiplayer script request
« Reply #30 on: December 05, 2006, 02:31:51 pm »
If while your in there you can make the multiplayer capture work with the damage dump of sector assault, that would just be a dream indeed.

That damage dump is what allows my campaigns to run,.. can't keep track of damage from battle to battle sucks !!

Magnums is the only one to do that.

No chance you can just cut and copy that over eh   ::)
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Re: Bare-bones OP multiplayer script request
« Reply #31 on: December 05, 2006, 02:55:39 pm »

Give this a bump when I get to working on it and I'll try to incorporate a damage dump/read (esp. since we're already reading ship stats from the shiplist anyway).

Actually I've got a few thoughts on a mission configuration/setup option (for multiplayer scripts at least) that I'll run past you when I get started on this.  (I'd like to set it up so you can specify up to 6 human teams plus 6 AI teams, with up to six ships each, and identify starting position, supplies, and damage through a configuration file.)

dave

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Re: Bare-bones OP multiplayer script request
« Reply #32 on: December 12, 2006, 12:36:45 pm »
I have seen you work some impressive magic,.. warping during game etc.

That would be a dream come true.  Don't you see it as too many bug potentials ? 

With capture I always worry about the 4th ship, if the game cannot handle 4 ships,..

Hey even if the ships that got captured just sat there and shut down that would be good enough for me.

Well so long as it gets recorded as captured and has damage ratings at dump time. 

That damage dump/import option by Magnum is key.  It is the only mod that allows continuous play across the campaign.  By having it our crew can track damage, do repairs etc.  Without it my campaigns are not possible.

I have found Magnums Sector Assault gets a little flaky if you start meddling with the load outs.  We keep it basic and it works fine, the only thing we play with is drone speed, that also works fine. 

Any additions to that multiplayer script would be wicked cool !

Thanks for even thinking about it.

S
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Offline Kid Carrson

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Re: Bare-bones OP multiplayer script request
« Reply #33 on: December 16, 2006, 08:25:40 pm »
Dave:

My hope would be that captured ships try to exit the map at best speed (assuming that's easier and less buggy than allowing the team capturing the ship to take control). 

Everything you're talking about sounds awesome.  I'll tell you that we've really enjoyed the warp capability.

KC   

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Re: Bare-bones OP multiplayer script request
« Reply #34 on: January 23, 2007, 02:58:10 pm »
So in screwing around with Sector assault I find capture in there.

It works but if anyone goes to the captured ships screens it crashes.  Seems like as long as no one trys to control the captured ship it may work ?

Further testing with the crew is under way
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Offline Kid Carrson

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Re: Bare-bones OP multiplayer script request
« Reply #35 on: September 04, 2007, 10:33:52 pm »
Bump!  Hoping Dave sees this thread!  Hoping capture can be made to either keep the captuered ship or have it try to exit the map when captured.  Thanks.

KC

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Re: Bare-bones OP multiplayer script request
« Reply #36 on: September 05, 2007, 03:55:42 pm »

Gads, has it really been 8 months since I looked at this thread?!!

Sorry guys - will get on it asap ... RL has been a bear recently

dave

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Re: Bare-bones OP multiplayer script request
« Reply #37 on: September 23, 2007, 04:47:21 pm »
You slackard Dave   ;)

So testing shows the capture works if it is the last ship controlled by that player.  Otherwise sure enough if the original owner of a ship that was captured goes to do anything control wise to the ship, it bombs.

So it looks like for our campaigns the crew is moving towards using capture but only on the last ship a player is running.

It does not make sense much, but it does work and will give our players to ability to get the occasional capture.
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Offline Kid Carrson

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Re: Bare-bones OP multiplayer script request
« Reply #38 on: November 14, 2007, 11:38:45 am »
Dave:

Any luck on this project? 

My wife's having our 3rd boy (and future SFC OP player) next week.  The first and second ones are already big players (even use ship edit & excel to tweak and add ships). 

It seems like the oldest one, a 10 year old, asks me every week if Mr. Vessels has been able to make the multi-player skirmish with capture. 

If you get the chance, we'd appreciate it.  If not, we're still very thankful for all of the work you've done over the years.

KC



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Re: Bare-bones OP multiplayer script request
« Reply #39 on: August 29, 2008, 08:44:21 pm »
The link for the capture and warp scripts no longer works, can we still download these scripts?