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Messages - max2veg

#1
General Discussion / Fog-of-war?
October 25, 2018, 12:01:34 PM
Is there a mod or would it even be possible to create one, where only the area within visual range (which isn't implemented in the game AFAIK, colonists seem to be all-aware of where's what on the section map) is visible, everything else is then either black if the area hasn't been seen before, or otherwise show the terrain in a darker color scheme.
#2
Would it be possible to create a mod (or does there one exist) where colonists automatically forage berry bushes if they exist, instead of having to tell them to do so? Also, putting down their own beds (under cover, if one exists) and even building their own place?
#3
General Discussion / Re: A18 have Multiplayer?
October 25, 2018, 11:40:59 AM
Quote from: vzoxz0 on October 20, 2018, 12:01:13 PM
It's not going to happen -- it it is, it will take a very long time, because netcode is not trivial.

My name's not Christ. Also, by definition of the term necroposting, this is thread and my post does not apply to it, as the topic is still a current one and as such the post and OP's comment / concern / question is still a valid one. Stop being a bully by getting your panties in a twist and telling me and others what to do.

Quote from: vzoxz0 on October 20, 2018, 12:01:13 PM
It's not going to happen -- it it is, it will take a very long time, because netcode is not trivial.

Did a dev of Ludeon or other official spokesperson tell you that or made an official public announcement about "not going to happen"? If so, link?
"...it will take a very long time, because netcode is not trivial." - really? You work for Ludeon? Are you even a game dev? Ludeon('s spokesperson) specifically made the announcement on the game's Kickstarter page that MP will happen if there's enough request for it... which there is, obviously.
#4
General Discussion / Re: A18 have Multiplayer?
October 25, 2018, 11:30:32 AM
Quote from: Bozobub on October 21, 2018, 12:56:49 PM
No.  Nor is it even slightly likely to happen.

Really? Did the dev or Ludeon spokesperson tell you that or in a public announcement (provide link)?
#5
Ideas / Re: Rimworld Multiplayer
October 20, 2018, 09:22:48 AM
Quote from: JuniorGnomeBoy on September 02, 2018, 11:25:55 PM
This has probably been discussed a lot but I recommend multiplayer. The thing is Rimworld is almost my dream game. The colony management along with the attacking aspect is everything I could ask for. But it is missing one thing... Multiplayer. It would make the game so much more interesting. Letting players go up against each other with their colony's. I feel like it would make trading much more interesting along with raiding, defending against raids, etc, etc. You could set up a way to set up dedicated servers for your game. Use TF2's custom game system. You have base dedicated servers that get wiped like every few months to keep it interesting. People can host their own dedicated servers or just have a server open as long as they are on. I would say that on a server your colony doesn't carry as to avoid confusion. In multiplayer games AI should still be enabled that way you will never be definitely safe. I know it is a lot to ask but seeing this added to the game would bring me and a lot of others joy and also the interest of so many more possible players.

1. MP is too vague - you are talking about MP PvP here, from my understanding.

2. I recommend right now against that, from a dev perspective, as it is a huge undertaking to get that working right conceptually, logically and programmatically; if not done right, it can get the game a bad rep. Also, there are various ways that can be implemented / various types of MP within PvP: 1v1 PvP, 1v1v1v... PvP, then how do you get people together: matchmaking, vs single-instance / room, vs open instance / dedicated server.

3. That said, MP co-op can be a lot of fun too and is a lot easier to implement, see Prison Architect (on Steam as beta as of now).
#6
General Discussion / Re: A18 have Multiplayer?
October 20, 2018, 08:58:17 AM
Those posts in here have been from about a year ago - have you MP nay-sayers changed your opinion on the topic?
#7
Two ways to implement MP:

One would be that one of the clients act as the host / server when starting a game (so, client AND server).

The other way and IMO much better one, would be if Ludeon simply creates a dedicated CLI server, done as such by some of my favorite games and that I host / have been hosting, such as ARK, 7 Days to Die, Rising World, Avorion, ...

The benefits of the latter are that it'd be easier to maintain, as it'd be a single entity, secondly it can be augmented more easily and implemented in various ways - a native (compiled) program or IMO a smarter way is via a Java client (see Rising World), which then can run also not just on Windows but also on Linux (most game or otherwise hosts run Linux servers) - Java also take away having to deal with all the networking programming, plus offers a variety of DB access methods for storing, retrieving and altering of data, such as Rising World demonstrates (MariaDB / MySql vs. SQLite).

Also that way, multiple servers - each with their own server config allowing for a multitude of different play styles (difficulty, mods, scenario, stories, maps, progressions, ...) would be possible to all run 24/7 and at the same time on one computer (usually a dedicated server).

From an implementation point of view, the client would simply register commands (LMB select, RMB move to / display options, and such, just like playing the game SP), but instead of the client executing the command an encoded short data stream is sent to the server, which then accesses data from a DB (usually run locally) to calculate the response - this can be done in multiple ways, but ideally the game server should do all the calc independently from the client and compares those of the client with own data, to prevent cheating... not an issue in co-op, that's why implementing co-op should be fairly easy and straight-forward.

I hope the devs read my input and implement at least co-op - PvP would augment the game and push it to new heights, but it'd require a whole lot of additional considerations / planning and definitively development efforts, thus I suggest leave PvP for a later major version (v2.0 perhaps). That said, co-op would set the ground work for PvP, with the code base gradually changing as time progresses, not impacting co-op but setting the path for PvP and then when ready, "flipping the switch" to have that as an option also, next to co-op.
#8
Ideas / Re: we should add multiplayer to rimworld
October 20, 2018, 08:28:49 AM
Quote from: AlexNAC04 on September 03, 2018, 03:13:11 PM
if rimworld gets a multiplayer feature the goal of it should be : the first faction to reach the ship and defends it wins.
you could make and join a faction, it would make rimworld a better game

To the OP:

You're talking about Multiplayer (MP) PvP; there are generally two types of MP: PvP and co-op (cooperat-ion / -ive). You should be specific in what you're referring to in your post's title.

Apart from that...

PvP in this game could be very fun, but quite challenging to implement. Definitely not impossible, but would require a bunch of differences in how it's played vs. in SP mode.

Co-op would be fairly easy to implement, conceptually at least. I'm starting its own thread to talk about this a bit more in detail.

#9
Ideas / Re: Multiplayer
October 20, 2018, 07:57:58 AM
For a way to make multiplayer (co-op only for now) work, see Prison Architect's latest YT vid as of now, and/or DL latest beta of the game.

I tried it, so far works, quite fun, some bugs but it's still in dev, thus on beta branch.