multiplayer mod?

Started by smileysticks, July 04, 2015, 02:11:32 AM

Previous topic - Next topic

Mr.Cross

Another thing that should be thought about is the use of certain mods, if this ever does get made... Meaning something like Prepare carefully which gives a distinct advantage at the start. Another would be content adding mods and what errors they could throw on the non-modded side?

Just throwing my two cents out.
Claims to know most things.

Hardstyler

#46
Quote from: Latta on August 24, 2015, 08:29:48 PM
There can be no real time multiplayer "mod". Maybe, might be, asynchronous multiplayer can be made. Like Reassembly does.

But who would pay for the server.

Guess this could be fixed very easily as mentioned earlier this thread... remove the option to timewarp at all (but maybe increase every work to compensate for it) , make the game force everyone into the same timewarp if needed (danger,fight, pause etc.) or implent a "voting system" that everyone has to agree on to change the timewarp to a certain degree.

Quote from: Mr.Cross on August 24, 2015, 08:52:33 PM
Another thing that should be thought about is the use of certain mods, if this ever does get made... Meaning something like Prepare carefully which gives a distinct advantage at the start. Another would be content adding mods and what errors they could throw on the non-modded side?

Just throwing my two cents out.

Well, since i think you'd only play with close friends you could always talk things over.. on the other hand the DMP-Mod i mentioned earlier did check for mods (reading the content of the mod-folder) and you were able to create white-/blacklists for mods.
Only players with the right mods were able to join the server, everyone else got a massage to get xyz mods to join the server.

Quote from: Z0MBIE2 on August 24, 2015, 08:24:43 PM
Quote from: killer117 on August 24, 2015, 07:37:28 PM
We started this thread with throwing out theories as to how to implement a rimworld multiplayer. And yes those people may write mods, but that gives them no right to critisise the hopes and ideas of others

Actually, the original post by the guy only asks if it's possible because he wants real humans to raid him instead of AI. Nothing about throwing out theories or discussions. If anyone wants to discuss it, could you make a new thread asking specifically about how it could be implemented.

Yeah, i just used this thread because i didn't want to start a new one, since there were so many. If smileysticks is fine with it, why not keep using it for some kind of brainstorming.
I actually made some progress.. i was able to get a debug-command executed (spawning a pawn) in 2 instances of the game (on the same machine) ... it is far away from being multiplayer but it shows you can indeed inject commands over instances of the game.

Edit: Question for the more experienced modders, do you have any idea how i could achive the game to save/load a save game in a rapid order? Like once ever 1 second?
For sure that would lag out the game extremly, but i noticed right now if i put the savegame-folder in my dropbox i actually do have a very cheap multiplayer that only syncs upon saving/loading from the dropbox folder on 2 machines.
IF it would be possible to get the game save/load in a more efficient way (like save only changed items/positions) it appears to be working just fine for now. ;)

killer117

I dunno much about modding, but u might be able to hook them up and implement a high speed rudimentry transfer of save between the two. I dunno if itll work, but it might work
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

smileysticks

Quote from: whoishigh on August 24, 2015, 06:51:09 PM
This thread is pretty interesting but I've yet to see anyone describe how multiplayer would actually function in a game like this, regardless of whether it's legal or (somewhat) possible in a completely different game. It's hard for me to see it being anything more than a simplified Clash of Clans clone. This game just doesn't lend itself to a multiplayer environment. But don't let these people who actually write mods stop you from living the dream and rewriting Rimworld!
OP here, after reading the thread, here are some of my thoughts:

    For multiplayer, i was thinking of something resembling starcraft 2. Players would spawn in and build their bases, tech/gear up, then have the choices to trade, attack, or defend them. In terms of time forwarding, it could be like starcraft as well, with it always on a set time.

   The main focus wouldnt be the combat however, since starcraft strictly does that better. Think of sid meier's civilization, it has players put in a world together, where they build up cities and buildings/farms to get stronger, trade with eachother, and can fight among themselves.

   I was thinking rimworlds multiplayer could be like a game of civ, but instead of being turnbased, it uses starcrafts time management.

According to everyone in this thread, it is not possible.
Oh well.

«Temple»

People never thought multiplayer would come to Skyrim, it works, only thing he's working on now is NPC Sync and it'll be finished, so if a crazy modder decides to dedicate time and effort then it can be done...

Toggle

No, as it would require modifying the core game itself, as said. You can't make a multiplayer mod to just drag n drop into a friggin mod folder.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

killer117

U could make a core replacement mod. And that skyrim mod, is that possible to use on xbox
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Toggle

... You can't make a 'core replacement mod' as that means giving out the entire core game itself with the modifications. Which would be giving the game away for free.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

killer117

No, it wouldnt, im not selling the launcher, so im fine, im not selling anything, im handing out a modified core folder that allows multiplayer to people who want it. Im not selling the game or pirateing it. I cant use it to play the game, run the game or anything else. I can however use it to change the game we already got
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Toggle

Distributing the base core game is illegal. This is not one of those things where 'if I'm not selling it it's fine', if you distribute it, it IS illegal. Distribute any of the source dll's and it's illegal. You would use it to run the game, how the hell do it you think it would run otherwise? If it replaces the other core, it requires modifying the current core to play multiplayer and then distributing it. You can't replace the core folder and have the game run if it doesn't contain the core.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Triblade

Anyway, on topic again,

Multiplayer can be done. Factorio is an indie game (great one at that) that has successfully implemented MP. Although they are still working on it, they made blog posts about the process. One thing why I've spent a lot of time in Factorio is the multiplayer component. When i'm on Skype with friend(s) the chances are >90% that i'm going MP.

See a few here:
http://www.factorio.com/blog/post/fff-55
http://www.factorio.com/blog/post/fff-76

As you can read there, that system could very well work with Rimworld!  ;D

As my friend loves these types of games (dwarven fortress etc) we would live to play together in it.
I would implement it like Age of Empires. Co-op within the same team, with a color highlight (just an idea) around the character one of the players has selected. That character is then locked to the player controlling him, until the char is de-selected.

Two colonies within the same 250x250 map could work as well, but I like co-op in the same team.  ::)

Toggle

Just got to say, anything game implementing multi-player means nothing about Rimworld doing it. They have different coding, different game files.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Coolpey

Quote from: killer117 on September 02, 2015, 03:44:42 PM
No, it wouldnt, im not selling the launcher, so im fine, im not selling anything, im handing out a modified core folder that allows multiplayer to people who want it. Im not selling the game or pirateing it. I cant use it to play the game, run the game or anything else. I can however use it to change the game we already got

ZOMBIE2 is a little arrogant, don't mind him, he needs to leave the thread or jump of a cliff, (I'm hoping for both)

Anyways, do you have the ABILITY to actually add multiplayer into Rimworld? I'm still waiting for someone to stop asking for it and attempt it, once that successfully happens then I would think about it further.

Heck, someone probably already made it if its possible and is playing with his friends, but he doesn't want to get sued so hes keeping it under wraps.

Toggle

Yeah sure, completely ignore what I said Coolpey. And you don't have to that rude. As it's probably said in this thread, it's possible, but requires re-coding the core game itself, and would be a massive update. A modder could do it, but they'd honestly be better off making their own game, as they couldn't even distribute it legally. And I extremely doubt anyone anyone made one, considering the games been constantly updating, every update would require them going, adding all the new things in, fixing everything that broke, and making it work in said multiplayer.

I don't think you understand the definition of arrogance if you call me it. I'm simply pointing out: Nobody's making a multiplayer mod.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

Triblade

@Z0MBIE2, it does not, but it does illustrate the possibilities. And with that we, the players who'd like MP, keep hope.

@ Coolpay, I don't agree with anyone saying that another should jump!! That said, even Kerbal Space Program has MP modded in, so in the least why could it not be the same here?