Multi-player proof of concept

Forum for discussing the Torchlight mod toolset.

Re: Multi-player proof of concept

Postby Krageon » Thu Nov 05, 2009 11:25 am

This is brilliant. Regardless of the timeframe in which this will be done, it will be awesome. Awesome because it's Co-Op in a brilliant game and awesome because you guys hacked in multiplayer within a week. Very, very nice :)
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Re: Multi-player proof of concept

Postby picklefish » Thu Nov 05, 2009 1:28 pm

Out of curiosity are you hooking/using a ogre plugin?
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Re: Multi-player proof of concept

Postby dengus » Thu Nov 05, 2009 1:56 pm

picklefish wrote:Out of curiosity are you hooking/using a ogre plugin?


Hooking functions yes, but not using an ogre plugin. The only thing I do with ogre is making Ogre::RenderWindow::isActive always return true, so that it will keep rendering even when the window doesn't have focus :)
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Re: Multi-player proof of concept

Postby zjwalden » Thu Nov 05, 2009 2:38 pm

Excuse me for my lack of knowledge here,

but from the looks of it, you got puppets moving back and forth on each others screen, animals as well.. attacks.. what's some of the problems you face as far as moving forward? Looked pretty crisp to me. (of course we didn't look at instanced dungeons, and things like that.. hehe

EDIT

I imagine with the "dungeon chunks" you would tell this clients which way to load the dungeons? for both parties, or is it simpler /complex than that?
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Re: Multi-player proof of concept

Postby picklefish » Thu Nov 05, 2009 2:58 pm

dengus wrote:
picklefish wrote:Out of curiosity are you hooking/using a ogre plugin?


Hooking functions yes, but not using an ogre plugin. The only thing I do with ogre is making Ogre::RenderWindow::isActive always return true, so that it will keep rendering even when the window doesn't have focus :)


Hah, savvy. I'm interested in joining a team if the two of you build one, keep us updated. (c++, some reversing exploits in gdb, networking knowledge)
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Re: Multi-player proof of concept

Postby Lenor » Fri Nov 06, 2009 5:23 am

/bump

It never hurts if the topic is important, I assure this one is
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Re: Multi-player proof of concept

Postby rufus » Fri Nov 06, 2009 9:26 am

I couldn't tell from the video if you had tested attack. When/if you are able to attack the same enemy, that would be worth another video.

I'm not concerned with knowing exactly where my friend's pet is, just which enemy he is fighting.

Also, what loot rules will you work on first? free-for-all, dupe, rotation?
Will you adjust the difficulty based on #players? I.E hp of mobs...maybe force VH for co-op

Probably all things you have thought about, but if nothing else...bump.
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Re: Multi-player proof of concept

Postby Eversor696 » Fri Nov 06, 2009 11:35 am

Wow, this is awesome. Hope to see it released really soon, if it took this little time to already put it together.
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Re: Multi-player proof of concept

Postby askjosh » Fri Nov 06, 2009 2:51 pm

Man I hope the devs take a look at this. what you guys have done without even having access to the editor is simply amazing :-)
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Re: Multi-player proof of concept

Postby askjosh » Fri Nov 06, 2009 2:54 pm

Eversor696 wrote:Wow, this is awesome. Hope to see it released really soon, if it took this little time to already put it together.


My guess is that it will take at least a good 2 or 3 months before they have anything in release state, and that is being generous. There are a lot of obstacles that they will have to overcome before this can fully work. not to mention the fact that this will most likely only work on the version from torchlightgames.com as it probably requires some modification to the game files to make this happen.
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Re: Multi-player proof of concept

Postby picklefish » Sat Nov 07, 2009 1:05 am

How's the work coming along?
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Re: Multi-player proof of concept

Postby OlaNordmann » Sun Nov 08, 2009 12:39 pm

Great work! I hope Torchlight becomes multiplayer. :-)

Greetings from Norway.
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Re: Multi-player proof of concept

Postby picklefish » Tue Nov 10, 2009 6:03 pm

bump?
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Re: Multi-player proof of concept

Postby Weston » Tue Nov 10, 2009 6:45 pm

I can't even fathom the amount of work ahead of you guys, what with rebalancing everything dynamically for either 1 or 2 players, and making sure that looting is working properly and vendors and well, just about everything in a new game almost. Good luck to ya all that are involved in this ambitious endeavor.
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Re: Multi-player proof of concept

Postby Lenor » Fri Nov 13, 2009 9:40 am

/bump
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Re: Multi-player proof of concept

Postby drivehappy » Fri Nov 13, 2009 10:56 am

We're working on it. We probably won't show anything until it's near some public release.
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Re: Multi-player proof of concept

Postby Bigolet » Fri Nov 13, 2009 11:33 am

All i can say is that I am pretty amazed, and any form of interaction being possible will be just great!
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Re: Multi-player proof of concept

Postby Sinister » Fri Nov 13, 2009 12:34 pm

@drivehappy: so you and dengus have teamed up ? that would be great news.
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Re: Multi-player proof of concept

Postby Vendetta » Fri Nov 13, 2009 12:37 pm

If this game is made into multiplayer - and working efficiently.

I would help fund the development via paypal.
*In all seriousness.
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Re: Multi-player proof of concept

Postby mhermann » Fri Nov 13, 2009 12:40 pm

Vendetta wrote:If this game is made into multiplayer - and working efficiently.

I would help fund the development via paypal.
*In all seriousness.


+1
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