Gothic Multiplayer


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  RPG рейтинг | Gothic TOP - Gothic 1,2,3,4.
Начало » 2007 » Май » 9 » FAQ Gothic MP (en)
FAQ Gothic MP (en)
(Last updated: January 25th 2007)

Hi!

If you're one of the people who are craving for a Gothic Multiplayer, then you'll be glad to hear this: The Multiplayer-Team of AEon's X is currently working on a multiplayer expansion (not mod) for Gothic 1 (later for the sequels).

This is how the old client looks like:

For a better understanding of this project, here is a translated FAQ.

►FAQ◄

For what Gothic game is the client intended?

The client is intended for Gothic 1.

How long has the client been into development?

The client/server application was created December 2006. The classes etc. for Gothic were coded in 2006. Zerxes has been working on the theory behind the code for 3-4 years.

When will the first client be released?

Some time around mid-February.

Is it possible to "convert" the client for the use with Gothic 2?

Since the engine was slightly changed, the modification would also have to be changed. But that should not be a big problem.

What will the maximum number of players be that can simultaneously connect/play?

Less than 10 players (when using a normal Host, i.e. not a game server).

What is the state of the client presently?

The client is presently a pre-alpha.

What is up with the AI-"Zone"?
(Note by NicoDE: NPCs that are 50m and more away from the player, will "packed" and removed by the spawn manager. If this happens, the only point of interest is the position based on the current daily routine - if this position is 45m or less, the spawn manager "unpacks" the NPC and inserts it into the world (both ranges can be edited in the console with "edit ai"))

It is very unlikely that the NPCs outside of the "Zone" will be removed from memory, they will probably just "freeze". This means that no matter how far away a player is from the other player, as long as they are in RAM, their position can still be changed. Should this problem occur anyway, it should be possible to solve it via scripting. E.g. should the player who synchronizes with a NPC leave the "Zone", it should be possible to stop the synchronization and simply make this player invisible. The client could then - from time to time - teleport the "NPC player" close to the player. As some tests have shown, the NPC can be made invisible by changing the transformation matrix.

In what programming language was the client written?

Delphi (Borland) was used and for the internet transfers the WinSock library.

"Where" will the client be tested for the first time?

Silvestro is working on an arena for the first release. Battles will be possible there.

What is up with the player names?

Normally all players in the game are named "##########", but that changes on startup: Every player then gets the name of his previous login.

What are the requirements to be able to take part in Gothic Online?

This very early version of the client has not yet been optimized, thus the system requirements for the client are the same as for Gothic 1. A working internet connection is the only additional requirement for the online gaming.

How will the problem with cheating be solved?

The "Marvin Mode" along with "MARIN" and "GUARDIAN" will be deactivated.

Can the modification be played over LAN (in addition to online gaming)?

The client will probably support internet and also LAN connections.

What happens when you die

This cannot be answered, presently.

How will Loading and Saving work?

Gothic's default save games (or similar) will *not* be used. Instead our own format with different compression and encoding will be used.

Note that the game state can be restored, i.e. server admins will be able to synchronize the game state between servers.

Is the client for free?

The client and the server software will be free of charge - they have to be, due to copyright issues.

What is up with other multiplayer based MOD projects?

Anyone may use the client/server application for their own projects.

Is the client "connected" to Gothic?

The Gothic engine loads the client as a DLL. This allows for memory access without speed penalties, and also makes it possible to access the internal script and class functions of Gothic.

Is a video available?

Yes there is. Without animation or synchronized "direction of view", but with 3 players. The video was recorded from Milgo's point of view.
Download link 1
Download link 2
Download link 3

About the client

Current feature set of the client:

Synchronization of...
Ў¤ ...all attributes (health, mana, strength, etc.)
Ў¤ ...the player's position
Ў¤ ...the direction the player is facing (difficult engine based problems need to be solved)
Ў¤ ...the animation for walking/running (needs more fine tuning)

And also...
Ў¤ Memory access without speed penalty.
Ў¤ Client directly calls Gothic script and class functions.

Things the client definitely will need to feature:

Synchronization of...
[list][*]...items and worn armor (trade is in planning)[*]...the monsters[*]...cooperative quests[*]...all animations (could take a while)

Once the problems with some of the function calls are solved, the animations should no longer be a problem.

About the Source Code

The source code will be released when it is done, meaning only optimizations need to be done. Note though that there will be no support. Releasing the source too early on, would only lead to many different versions that at some point overshadow the original source. Not good. The source will thus be released when it is ready.

The Arena

Silvestro is working on the arena. The design is in the final stages and the texturing is already on the way. The replacement of objects will also be done by Silvestro, whereas the scripts will be programmed by Sesaya.

Special thanksto Sesaya, AEon and NicoDE for this.

That is all. Hope you enjoyed it.

Source (§Ъ§г§д§а§й§Я§Ъ§Ь): http://forum.worldofplayers.de/forum/showthread.php?t=189871&highlight=Multiplayer

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