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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)  (Read 216430 times)

Valinra

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Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« Reply #90 on: May 08, 2023, 01:08:58 PM »

Sorry for the Necro anyone seeing this because of it. I'm having issues with "Insert"ing player 2. I Changed the key to see if that works and have tried many times to get it to work. Before I assume this mod is broken by the sands of time, when do you push the insert button exactly on the deployment screen?

This coop combat mod still works.  Are you using the default configuration?  Use it by pressing the Player2 key when combat starts.  Try it in the simulator and make sure you have two ships deployed.
I was and did, nothing happened/worked. I tried every combination, the AI remains in control and I tired switching keys afterwards. Do I click on the ship I want player 2 to take over on the overview map? Like play by play me every click and button please.
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TheBaron

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Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« Reply #91 on: August 19, 2023, 10:23:06 AM »

Will this be updated for the new patch, or will it work still with .96? I'm new to starsector and wanted to play this with a friend, but I saw that this wasn't up to date
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Nick XR

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Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« Reply #92 on: August 19, 2023, 09:43:20 PM »

Will this be updated for the new patch, or will it work still with .96? I'm new to starsector and wanted to play this with a friend, but I saw that this wasn't up to date

It should work, but I'll formally update it in the next few days.

popoSK

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Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« Reply #93 on: August 24, 2023, 03:34:47 AM »

Hello, me and one of my mates have been playing with your mod for a long while now, and we have been enjoying it a lot. Although we have encountered an issue that has been complicating our gameplay a lot.

Somehow, the key binds  (which we modified) for player 2 decide to partly turn off from time to time, seemingly the bigger the battle the more often it occurs. In big late game battles it usually is every 30 seconds. It seems that after a while of not doing anything, the controls turn back on, but with Flux/Shield management, firing weapons and sending aircraft, few seconds can result in a death. What seems to be turning on the controls right away is Alt tabbing the game. Weirdly enough, on custom key binds, maneuver controls seem to remain on, while all the rest are doing the above described shenanigans. On default key binds the opposite seems to happen, with maneuver controls turning off, while stuff such as shields or weapons seem to work just fine.

What we have tried to do to fix the issue:
Test for latency (We are playing through Parsec) - Didn't change anything. Tried to play with a friend from the same city, and it still did happen.
Redownload the mod
Change the controls
Restarting

What we have found mitigates the issue completely (From the little testing we have done with the new controls), is changing only the movement keys from the default key binds. We are still unsure why, cause this is very weird. 

We are playing the newest version of the game, that is heavily modded.
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Deshara

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Re: [0.95a] Cooperative Multiplayer Combat v3.7 (2021-04-29)
« Reply #94 on: August 24, 2023, 07:53:13 AM »

potentially dumb question, sorry if ive already asked it; is there any chance you could make the AI shield control into its own mod? ive always really wished i could just relegate management of my shield to a subordinate. i know theres a QOL modpack that adds a form of this but its a bunch of highly specific implementations that are dependant on player micromanagement & adds a lot of hotkeys for swapping between them which kind of makes it more micromanagement when what im looking for is less
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Nick XR

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #95 on: August 26, 2023, 02:23:20 PM »

Version 3.8 released
 * Updated for StarSector .96a
 * Now uses LunaLib for key configuration

facc00

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #96 on: October 01, 2023, 05:08:51 PM »

So this allows players to play in combat but do they also show up on the main map?  Is it possible to basically mod in a co op?  Thanks in advance.  :)
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Nick XR

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #97 on: October 01, 2023, 06:23:12 PM »

So this allows players to play in combat but do they also show up on the main map?  Is it possible to basically mod in a co op?  Thanks in advance.  :)

Unfortunately not.

facc00

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #98 on: October 01, 2023, 06:24:09 PM »

So this allows players to play in combat but do they also show up on the main map?  Is it possible to basically mod in a co op?  Thanks in advance.  :)

Unfortunately not.

worth asking.  A co op would certainly be fun in the game.  :)  Thanks for the work you have done so far!
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Nick9

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #99 on: October 08, 2023, 12:46:13 AM »

So this allows players to play in combat but do they also show up on the main map?  Is it possible to basically mod in a co op?  Thanks in advance.  :)

Unfortunately not.

worth asking.  A co op would certainly be fun in the game.  :)  Thanks for the work you have done so far!

It's a game with an active pause mechanic and 10+ minutes long fights and refits. How do you imagine fun in this kind of coop?
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Mitroll

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #100 on: October 10, 2023, 05:05:36 PM »

How do I set up player 3's controls in the new lunalib version?
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Mitroll

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #101 on: March 16, 2024, 03:13:27 PM »

Firstly, this mod seems to still work in .97, though I still don't know how to add a player 3 in the new version.

Second, would it be possible to play the "shields up/down" sound effects for players other than player 1? I find myself losing track of whether my shields are up or down when toggling as player 2.
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DazeyDream

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #102 on: March 03, 2025, 03:30:52 PM »

Pretty please update for 0.97! Or is there a way to force the launcher to accept an older mod?
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Nick XR

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #103 on: March 04, 2025, 07:27:53 PM »

Pretty please update for 0.97! Or is there a way to force the launcher to accept an older mod?

It should be safe to force.  I'll update this mod when I get my computer setup for dev work again.

DazeyDream

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Re: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)
« Reply #104 on: March 06, 2025, 01:38:43 PM »

I figured out how to force the launcher to take it and it does work!
Started playing with it and I love it so much, finally playing this game with my friend with me taking player2's controls, and it's been a bit rough without mouse to turn my ship but i'm improving with the different controls.

I have some suggestions.
1- Player one had me targetted most of the time so I could see my own armor and weapon group info better. It helps alot to see when I've enabled or disabled auto fire, as well as my armor. You could try having this target HUD active on player2 all the time.

2-Player 2 has no way to tell if he's winning the flux fight with his enemy unless player 1 targets the same guy. Like with the above point you could try getting the targetting info hud on player 2's target, or atleast make new hud stuff to show flux and health, and eyeballs are usually good enough to tell the armor situation.

3-I like the idea of using controllers for flying because if you can get one analogue stick to move the ship where the stick points, and get the other stick to turn/aim in the direction the stick points we're in business for more comprehendable control when the ship gets all turned around (whereas with currant wasd, when the ship is facing downwards the A and D seem to be reversed in which direction they strafe) but I do not think this is possible with programs like joy to key as it would just mimick wasd. Also raw controller support would circumvent the issue where keyboards reach a limit on how many buttons can be pressed at once, and allow many more players if they're not competing for regions on the keyboard.

4-Being zoomed out far enough to keep both players and their threats onscreen, it can be hard to tell when player2's shields are up (and maybe player 1's aswell?) so it would be nice to have a blue HUD icon somewhere to give me a clear reading of when my shields up. With keyboards skipping keys when too many or certain others are pressed, being able to see my shields actually raise makes the difference between life and death.

5-When player 1 dies the camera keeps tracking his failure of a corpse which can make good vision on player 2's struggles somewhat awkward sometimes. Perhaps, when player 1 lacks a living ship the camera should center on player 2?

6- I read somewhere this mod used to allow upto 3 players but the new UI doesnt seem to have a player 3 tab anywhere.

7- It might be nice to add control binds in the UI for each weapon group so I can be fast and precise with what I'm firing and toggling autofire fire, but have a way to leave keybinds unbound so we're not forced to choose a key for a function we might not want to use.

8- Player 1 usually moves the mouse between us so we both get equally good vision, but this can cause an issue with player 1's weapon aim when they're not fixed perfectly forward as the guns will veer off to the side to try and point at the mouse. You could try having an option to let AI aim the selected weapon group guns at the selected target but only let the player fire the selected group. Player 2 will benefit from this too.
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