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Author Topic: Multiplayer Mod  (Read 16026 times)

Gear

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Re: Multiplayer Mod
« Reply #15 on: May 16, 2012, 05:41:37 PM »

You can't 'mod in' MP unless the engine already supports it.  I mean, you could reverse engineer the program, insert your own hand written net code, then recompile it and release it but that would be highly illegal, and prohibitively difficult / time consuming.

Somebody added a barebones Multiplayer to Torchlight, which is a single player only game. He only stopped cause Torchlight 2 is gonna include MP.
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hairrorist

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Re: Multiplayer Mod
« Reply #16 on: May 16, 2012, 05:50:42 PM »

TL used an open source game engine iirc that has been in development for a decade and has support for networking.
« Last Edit: May 16, 2012, 06:02:26 PM by hairrorist »
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Hardlyjoking67

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Re: Multiplayer Mod
« Reply #17 on: May 16, 2012, 06:23:34 PM »

I dunno, Alex has outright said that the game is not and never will be designed with MP in mind. I just don't think it makes sense to add something to a game that isn't designed to do something. The current mods all contribute to and for the most part, rely upon the same principles. I'm not disputing if it is possible or not, knowing how ridiculously awesome you guys are, I'm just saying it isn't something that should be on our minds. Starfarer is intended to be an immersive experience and MP with a chat box, cheap game-play, and the rest of the seemingly endless problems that plague most video games would just detract from that same immersive experience.
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Thazen84

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Re: Multiplayer Mod
« Reply #18 on: May 16, 2012, 08:43:31 PM »

Yeah, you can't just mod in MP if there is no netcode.

It's like asking if someone could please make a mod that adds 3D graphics.  It's not something that the game can understand how to do without massive modification of the base code.

Yes, well that certainly clears things up for me. Thank you for the information. I understand now.  :)
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Hardlyjoking67

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Re: Multiplayer Mod
« Reply #19 on: May 16, 2012, 08:54:23 PM »

Quote
Yes, well that certainly clears things up for me. Thank you for the information. I understand now.

...he says after ignoring my elegant post about intention vs. perception.  :'(

Lol jk ;D
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cp252

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Re: Multiplayer Mod
« Reply #20 on: May 17, 2012, 10:54:01 AM »

So it's like going on a car modding forum and asking for jet engines?  ;D
I'd still like some way to competetively compare campaign stats.
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IIE16 Yoshi

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Re: Multiplayer Mod
« Reply #21 on: May 17, 2012, 03:20:54 PM »

Alex improves the AI as quickly as my skill increases...

^ QFT. Everytime i get better at one shotting a hound with 4 maulers at once, he increases the likelyhood of it doing some physically impossible manouver to evade it.
Hell, i've seen a hound spin on itself to evade 3 shots at once.
*mental image of a hound doing some matrix shenanigans to dodge untold shells*

I've seen one do this many times.  He ended up sinking my goddamn eagle D:

I hate it when hounds get behind me. You can almost hear them going 'trololololo~' as they pound away with their chainguns
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