Fractal Softworks Forum
August 22, 2017, 09:18:41 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: New blog post: A True and Accurate History of the Persean Sector (8/16/17); Starsector 0.8.1a is out!
 
   Home   Help Search Login Register  
Pages: 1 2 [3] 4
  Print  
Author Topic: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)  (Read 8737 times)
Deshara
Admiral
*****
Posts: 658



View Profile Email
« Reply #30 on: February 06, 2017, 10:00:48 PM »

My current todo list:
* Improve UI elements for the additional players (indicators for each weapon)
* Support for .8x
* Make a compelling video of multiplayer in action
* See about auto scaling the viewable area to always show both ships

I'm not sold on the use case of there being a need to support a second mouse input.  I don't see a scenario where a second player has a mouse at the same desk or couch and can actually play.  But, this is open source, so if anyone wants to code it up and submit a pull request I'll happily merge it.

I have my PC hooked into my entertainment center, this is a wireless keyboards/mice from the couch household! Splitscreen PC support is an automatic plus for me
Logged
drugon
Ensign
*
Posts: 10


View Profile
« Reply #31 on: March 12, 2017, 04:44:11 PM »

I just wondering how development is going. Will there be support for missions also?
Logged
Nick XR
Commander
***
Posts: 147


View Profile
« Reply #32 on: March 13, 2017, 09:51:37 AM »

I just wondering how development is going. Will there be support for missions also?

Dev work is waiting on SS.8, the only remaining items I have are: Better PlayerN UI scaling, update main post with Joy2Key config, update main post with actual people playing together.

I haven't messed around with missions since SF.4, if the ship names are kept in the mission definition file it would simply be a matter of renaming them to get things to work. 

I'm glad someone has actually used the mod! Not even I can wrangle a meat space friend to play.
Logged

cjusa
Captain
****
Posts: 251


Missiles and Mecha, my boys. Missiles and Mecha


View Profile Email
« Reply #33 on: March 13, 2017, 11:37:09 AM »

Perhaps add controller support? Left stick for movement/turn, d-pad for strafe, right stick for aiming etc.
Logged

Very few problems can't be solved with gratuitous violence and epic explosions.

I am pro at Paradox-Billiards-Vostroyan-Roulette-Fourth-Dimensional-Hypercube-Chess-Strip-Poker. Fight me.

I've seen things you people wouldn't believe. Eagles and Falcons on fire off the L5 of Sindria. I watched Tachyon beams glitter in the dark near the Perseus Nebula...
Nick XR
Commander
***
Posts: 147


View Profile
« Reply #34 on: March 13, 2017, 12:32:55 PM »

Perhaps add controller support? Left stick for movement/turn, d-pad for strafe, right stick for aiming etc.

You can use JoyToKey to enable controller support in SS.
Logged

Midnight Kitsune
Admiral
*****
Posts: 2066


Your Friendly Forum Furry!


View Profile
« Reply #35 on: March 13, 2017, 03:51:26 PM »

Perhaps add controller support? Left stick for movement/turn, d-pad for strafe, right stick for aiming etc.

You can use JoyToKey to enable controller support in SS.
Or Steam if you have it installed. Hell I have an already built 360 layout for SS that, while still a WIP, is still pretty decent.
A WARNING though: If you have not used the Steam Gamepad system AND you play non Steam gamepad games, Steam will hijack the control scheme and make those non Steam games a B**** to play unless you close Steam down. (And of course you can't make a damn Trouble Ticket anymore...)
Logged

Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
drugon
Ensign
*
Posts: 10


View Profile
« Reply #36 on: March 13, 2017, 03:58:22 PM »

I haven't messed around with missions since SF.4, if the ship names are kept in the mission definition file it would simply be a matter of renaming them to get things to work.  

I'm glad someone has actually used the mod! Not even I can wrangle a meat space friend to play.
And I'm glad that someone decided to make such a great mod. ^_^ As for missions - there is a fleet editor though you can only change model names but not name of ships unfortunately.
P.S. Tested it with another friend via Internet using Steam. Yes unfortunately mod don't work with missions cause you can't rename ships there - only their models.
« Last Edit: March 13, 2017, 06:38:31 PM by drugon » Logged
Delta7
Lieutenant
**
Posts: 51


forum idiot


View Profile WWW Email
« Reply #37 on: March 13, 2017, 07:44:18 PM »

HELL YES!!
Logged

warning: may be prone to random outbursts of stupidity
drugon
Ensign
*
Posts: 10


View Profile
« Reply #38 on: May 08, 2017, 09:10:39 AM »

Are any updates in plan?
Logged
Deshara
Admiral
*****
Posts: 658



View Profile Email
« Reply #39 on: May 08, 2017, 10:31:28 AM »

almost nobody's updating till 8.1, fyi. 8.0 has a mod-preventing bug
Logged
drugon
Ensign
*
Posts: 10


View Profile
« Reply #40 on: June 05, 2017, 12:06:31 PM »

And as I see 8.1 is here!
Logged
Nick XR
Commander
***
Posts: 147


View Profile
« Reply #41 on: June 06, 2017, 07:56:18 PM »

I'll get to my mods this weekend.  Been sucked into the Rimworld A17 update...
Logged

Ranakastrasz
Captain
****
Posts: 450


Prince Corwin of Amber


View Profile
« Reply #42 on: June 06, 2017, 09:17:03 PM »

Quote
Player-game interface changes:
No mouse to control where a shield faces, instead an AI is used to "aim" the shield
Is it possible to make that a standalone mod?
Logged

I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fi
Nick XR
Commander
***
Posts: 147


View Profile
« Reply #43 on: June 06, 2017, 09:57:18 PM »

Quote
Player-game interface changes:
No mouse to control where a shield faces, instead an AI is used to "aim" the shield
Is it possible to make that a standalone mod?

Based on others saying it's possible to have a second mouse recognized by the game input management probably.  Am I going to do it?  Probably not, I'm not sold that others will use more than one mouse at a time on a PC.  I might do it if I have time.
Logged

TaLaR
Admiral
*****
Posts: 681


View Profile
« Reply #44 on: June 07, 2017, 01:12:44 AM »

Based on others saying it's possible to have a second mouse recognized by the game input management probably.  Am I going to do it?  Probably not, I'm not sold that others will use more than one mouse at a time on a PC.  I might do it if I have time.

Why not? Technically, I already use 2 mouses and 2 keyboards, although for different reasons (wired for working/playing, wireless for couch).
Extra Kb&mouse are much cheaper than half-decent gamepad, for example. And any long time pc-user is likely to have slightly malfunctioning spares anyway.
« Last Edit: June 07, 2017, 01:15:40 AM by TaLaR » Logged
Pages: 1 2 [3] 4
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!