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 That Lazy Bum! 
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Joined: Tue Dec 05, 2006 3:36 pm
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Data wrote:
There will be a little gap in new builds and activity for a while. We need to divert some time into other work that actually pays, so we can keep working on the Data Realms projects later. Something has to take care of the bills, I’m afraid…

In better news: when we come back we will start cranking away on the scene (level/map) editor, and it will kick ass. With this completely in-game WYSIWYG tool, you’ll be able to create the layers of terrain, scatter the debris in the ground, place Terrain Object hierarchies, and place individual Movable Objects (Actors, etc.) wherever you want. Then you can immediately test your scene and see how it plays. It’ll all be completely controllable with either the mouse or gamepad.

So keep checking back here - I’ll be posting some UI concept sketches for the editor later. Just don’t hold your collective breaths for new builds for a while.


(this is for those that don't check the dev log)

(also, the topic is all in good humor. plzdontbanme.)

Personally, I'm definitely excited that the map editor is actually in line to be worked on... officially. Now I can almost add something to the list of things that I can do, and Persh will finally have some more competition to bash on! Of course, money is always the bottom line, so it's going to be delayed while Data apparently takes a trip to Las Vegas and gets a bit richer. Ah, well, at least the current build has enough stuff to keep us going a while longer.

Deliberate.


Thu Jan 11, 2007 1:47 am
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Yeah, the level editor is going to be awesome, there's no way I'd have the patience to make a map currently. I really think there needs to be online multiplayer though, brain vs brain is really fun already, but I can't always do it.


Thu Jan 11, 2007 2:08 am
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I will oober-PWN all you. :P


Thu Jan 11, 2007 2:30 am
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Personally, I would prefer online play, since I have no one to play against in brain vs. brain. But hey, I'll be able to make my own level! :D


Thu Jan 11, 2007 3:46 am
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The problem with online play is how the physics would be done. The best option would be a server that would handle everything so nothing gets messed up, but without it being a dedicated server, the lag would quickly ramp up (well, I suppose it would depend on the mod...). But yes, online play would be awesome. Especially with 16 player support.

Awesomeness.


Thu Jan 11, 2007 3:48 am
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If Data does do online play, I hope he uses dead reckoning rather than only having the server update the physics.

Dead reckoning is just sending the client the position, the rotation, all the speeds, and letting it handle the calculations until it gets the next packet of information.


Thu Jan 11, 2007 4:09 am
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If online play is enabled, think, what if your opponent doesn't have the same mods as you? Worse, what if he had a different map?


Thu Jan 11, 2007 4:23 am
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16 players might be a little much, unless the map was really big, and it was team-based.


Thu Jan 11, 2007 4:32 am
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I would like to do a 2Vs.2 game. :P


Thu Jan 11, 2007 4:33 am
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Quote:
If online play is enabled, think, what if your opponent doesn't have the same mods as you? Worse, what if he had a different map?


Yeah, I thought about that, and thought that client sharing would be best. If you don't have a mod, it puts it in the online folder where it can be used in online play, but doesn't show up as one of your mods when hosting, B vs. B, or B vs. CPU. If you wanted it, you could copy it from that folder. If the high file count is a problem, you can turn on the option that deletes it after you leave the match.


Thu Jan 11, 2007 4:33 am
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Maybe the online mode is a different program, so you can't use mods and it keeps it fair.


Thu Jan 11, 2007 5:10 am
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Yes, but what about space battle, or other fun mods? I stick to my previous idea.


Thu Jan 11, 2007 3:10 pm
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Online would be great, but even greater if you could play 2v2, with 2people playing on 1 computer, vs 2 other people (On the same computer or not)


Thu Jan 11, 2007 8:05 pm
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Having an automatic download of all mods the server has that the clients don't have would definitely be best, partly because it keeps everything equal, and partly because it keeps the Base.rte true. Possibly use a different base.rte for multi? Also, since 2 rte folders with the same name can still be different, it would require an entirely seperate download to make sure. Which is somewhat of a pain.

Come to think of it, having multiplayer be an entirely seperate build is probably best, so that things don't get too crowded and so anything you do to the single-player version won't give errors in multi.

Hey, guess what? Data announced that he'd be accomplishing less in the near future, and that his next project has been decided upon. I don't think talk of adding in multiplayer is entirely relevant right now :P.


Thu Jan 11, 2007 9:40 pm
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I would like having multiplayer un-moddable. Although it might get boring having the same exact map over, and over, and over, and over......

I think you get the point...

It could be that you can't mod the multiplayer, but you can upload your maps. It would do the whole download-the-map-that-they-have thing. And then another cool feature would be that after the match is finished, you could choose to download the map that you used in the game for singlplayer. I dunno, those are my suggestions.


Fri Jan 12, 2007 12:09 am
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