Author |
Message |
Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
|
Re: Lord Tim's "IRC Scene"
While it's true there's no such thing as "real time online play", It could most likely be done in CC with relatively low lag.
|
Mon Aug 25, 2008 9:21 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: Lord Tim's "IRC Scene"
So you mean you can have synchronized list of actions that players send to each other that tell the game what to emulate? I wonder if this stuff might really give CC a multiplayer capability... I'd love to see Data's face if someone pulls it off.
|
Mon Aug 25, 2008 10:31 pm |
|
|
Vash
Joined: Fri Jun 29, 2007 6:27 am Posts: 195 Location: America
|
Re: Lord Tim's "IRC Scene"
using this, could you give AI units Go to comands and then the co ordinates? if so, the people on IRC are like hihg up generals commanding stupid soldiers XD. it would be like real warfare. I say we get somone to start a map and make a base for each side ( two player mode) and then have two people on IRc controlling the sides via lua and the person "Hosting" it would give updates of what happened, it would be like real war
|
Mon Aug 25, 2008 11:13 pm |
|
|
Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
|
Re: Lord Tim's "IRC Scene"
haha, sorta
|
Mon Aug 25, 2008 11:34 pm |
|
|
ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
|
Re: Lord Tim's "IRC Scene"
Sounds almost like a turn-based game of Tactical Lua CC is feasible. I'd be interested.
|
Tue Aug 26, 2008 12:34 am |
|
|
The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
|
Re: Lord Tim's "IRC Scene"
Holy jesus, Lord Tim for president. lolimdumb, nvm, it does work. I forgot to read.
|
Tue Aug 26, 2008 12:48 am |
|
|
Blue-Clone-Ninja
Joined: Wed Jul 18, 2007 10:19 am Posts: 142 Location: Somewhere being an dumbass.
|
Re: Lord Tim's "IRC Scene"
I don't even have this and I know this is ♥♥♥♥ epic win containment field breaching. Must remedy the not having this part soon.
|
Tue Aug 26, 2008 1:49 am |
|
|
donthestrong
Joined: Thu Jan 17, 2008 1:08 am Posts: 35
|
Re: Lord Tim's "IRC Scene"
i opened it in campaign, but it still doesn't work. i did the commands, and they didn't work either. also, i tried to go to the channel on internet, but doesn't work.
|
Tue Aug 26, 2008 3:27 am |
|
|
fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
|
Re: Lord Tim's "IRC Scene"
wow even if online was implemented and lagged like hell it would still the the most epic thing ever.
|
Tue Aug 26, 2008 3:46 am |
|
|
The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
|
Re: Lord Tim's "IRC Scene"
So Tim- any chance of there being an easier way to talk rather than the current cumbersome one? Like, a textbox appears when your actor is in the talkbox, or something?
|
Tue Aug 26, 2008 4:13 am |
|
|
Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
|
Re: Lord Tim's "IRC Scene"
the simplest way I could think of talking would be straight up allowing whatever text is put in without the IRC:Say(' in front of it to be allowed, if that makes anysense. I don't know if this is possible, but cant you just make every thing that doesn't have an IRC be broadcast across the channel? Or maybe just cut it down so that we only have to say "<" before we talk, thus eliminating single user lua commands from spamming the server
|
Tue Aug 26, 2008 5:12 am |
|
|
Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
|
Re: Lord Tim's "IRC Scene"
This is, Data hasn't given us any input control, or else I would set like the "t" button to start typing like most games. Plus, Textboxes won't be feasible yet, as Data also hasn't given us any drawing functions, if they even exist.
|
Tue Aug 26, 2008 7:58 am |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: Lord Tim's "IRC Scene"
In this build, I can see a way of 'playing as the AI' over multiplayer. You send in units and rig up their waypoints, while your opponent does the same for you. So you have to defend this whole time too.
In later builds I can see Data giving us more control.
|
Tue Aug 26, 2008 9:02 am |
|
|
war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
|
Re: Lord Tim's "IRC Scene"
Exalion wrote: In this build, I can see a way of 'playing as the AI' over multiplayer. You send in units and rig up their waypoints, while your opponent does the same for you. So you have to defend this whole time too.
In later builds I can see Data giving us more control. Sounds like Warcraft Tower Defense. I like the idea.
|
Tue Aug 26, 2008 7:15 pm |
|
|
Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
|
Re: Lord Tim's "IRC Scene"
Lord Tim wrote: This is, Data hasn't given us any input control, or else I would set like the "t" button to start typing like most games. Plus, Textboxes won't be feasible yet, as Data also hasn't given us any drawing functions, if they even exist. If you haven't already, look around in the GUI ini files in Base.rte. Probably not quite enough to use yet, but interesting nonetheless. Yeah, I'm hoping for Data to add in a bunch more functions for drawing and GUI control and the like. Perhaps if the GUI could be outsourced to Lua even, that would be excellent. Also, I get the feeling this activities Lua thing is a good start, but it needs to go deeper. We need Lua which can run in every scene, or even Lua which can run in the main menu on startup.
|
Tue Aug 26, 2008 7:33 pm |
|
|
|