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Author Topic: [0.96] Cooperative Multiplayer Combat v3.8 (2023-08-26)  (Read 188263 times)

drugon

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #30 on: March 12, 2017, 04:44:11 PM »

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

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #31 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.

cjuicy

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #32 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.
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Nick XR

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #33 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.

Midnight Kitsune

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #34 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...)
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drugon

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #35 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 »
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Delta7

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #36 on: March 13, 2017, 07:44:18 PM »

HELL YES!!
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drugon

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #37 on: May 08, 2017, 09:10:39 AM »

Are any updates in plan?
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Deshara

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #38 on: May 08, 2017, 10:31:28 AM »

almost nobody's updating till 8.1, fyi. 8.0 has a mod-preventing bug
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drugon

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #39 on: June 05, 2017, 12:06:31 PM »

And as I see 8.1 is here!
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Nick XR

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #40 on: June 06, 2017, 07:56:18 PM »

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

Ranakastrasz

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #41 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?
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Nick XR

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #42 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.

TaLaR

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #43 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 »
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Linnis

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Re: [0.7.2a] Cooperative Multiplayer Combat v.2 (2017-02-02)
« Reply #44 on: June 07, 2017, 01:37:33 AM »

I think is you have a friend whos going to play with you a separate mouse will totally be not much more work then installing a mod.
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