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Old 05-06-2006, 01:20   #1
Icefire69
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Any updates on Prophecy MP Patch?

Well, the topic says it all, so please take a few minutes, and talk to me (us).
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Old 05-06-2006, 02:50   #2
AD
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HCl Posted this in the UE forum two days ago: http://www.crius.net/zone/showthread.php?t=19937

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Well, i could say i've been "busy with work" lately, but that doesn't even begin to describe the crazy work hours i put in on past month. News is good however, since I did manage to finish the project i was involved with, and with that milestone out of the way i will have a couple of days off that i will be able to divert to MP patch development. Some fault tolerance mechanisms and improvements i had planned to introduce into the network code were actually finished today, and the network packets were optimized enough to allow modem players to participate in 8 player battles (in theory).

When will the first version be released? Well, there will be a testing session this weekend where the latest code will see some action. I will be able to tell more by then, either way.

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Old 05-06-2006, 03:32   #3
Icefire69
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Thanks for the info.
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Old 05-06-2006, 05:21   #4
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Can't wait to get my hands on this patch . . .

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Old 05-08-2006, 17:16   #5
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just curious how the latest round of test sessions went...
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Old 05-08-2006, 17:31   #6
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Things went fairly well. The patch is still not 100% bugfree as i had hoped, as Hades still ran into an unexpected crash with the latest DLL version (deathcam related, probably), but i think it is getting close. Since then i added 8 player support (the current code supported only 4 so far) and added a few exit triggers for cases where you could be stuck in the game (if the server went down or all players disconnected), so we'll probably need another testing session in a day or so.

Once the main code is declared fairly stable, which i'm hoping will not that much longer, it's just a matter of creating a small launcher to make the process of connecting user friendly.
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Old 05-10-2006, 18:32   #7
Dundradal
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all those auto turrets firing is pretty crazy
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Old 05-11-2006, 14:27   #8
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On this topic, what kind of modes does(or will) the re-enabled code support?

Deathmatch, co-op, teams, etc?
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Old 05-11-2006, 19:32   #9
HCl
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For the first release there will be deathmatch and team deathmatch modes. Other game modes are planned and will be implemented for a later release.
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Old 05-11-2006, 19:41   #10
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Quote:
Originally Posted by HCl
For the first release there will be deathmatch and team deathmatch modes. Other game modes are planned and will be implemented for a later release.
Any work on coop?
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Old 05-11-2006, 21:32   #11
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Quote:
Originally Posted by Lt.Death100
Any work on coop?
This gets asked and answered in every thread on the subject. Coop is included in "other modes" that are on the plan for later down the road.
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Old 05-12-2006, 05:25   #12
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Although you may consider team deathmatch as some sort of coop.
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Old 05-12-2006, 05:49   #13
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You may, but I wouldn't.
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Old 05-12-2006, 13:26   #14
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Quote:
Originally Posted by ChrisReid
This gets asked and answered in every thread on the subject. Coop is included in "other modes" that are on the plan for later down the road.
Sorry, I don't even really know why I asked that question. But however are there plans for more advanced modes such as last man standing or a CTF-style mode?
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Old 05-12-2006, 13:41   #15
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Space CTF, hahaha. the thought of a Panther flying around with a flag on top is pretty entertaining!
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Old 05-12-2006, 16:43   #16
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Originally Posted by Dyret
Space CTF, hahaha. the thought of a Panther flying around with a flag on top is pretty entertaining!
More like a special package of intel/maps/blueprints than a flag. Both sides try to get it to either learn the info or hide the info.
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Old 05-13-2006, 11:56   #17
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A flag works just as well of any of that actually. The problem with CTF is that you should really have some obstacles and terrain to deal with. Dashing directly to one point and back isn't that great of a mode.
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Old 05-13-2006, 14:54   #18
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perhaps placing picket vessels on the route to and from may make it more interesting and challenging...
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Old 05-13-2006, 18:44   #19
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I think asteroid fields could be suitable obstacles.
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Old 05-13-2006, 18:56   #20
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Or perhaps have 2 teams fighting over an ejected pilot with a S&R vessel on each side.
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Old 05-14-2006, 09:12   #21
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Doing S&R stuff would probably be difficult to implement since there isn't code for player controlled tractor beams in the game. It'd be simpler to have a mode where two teams have a carrier each, and the first team to blow up the other's carrier wins.

Of course you'd have to make sure at least one person on the team is flying a bomber otherwise it'd go on forever.
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Old 05-14-2006, 09:22   #22
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Quote:
Originally Posted by d3r3k
I think asteroid fields could be suitable obstacles.
I've never encountered an asteroid field in WCP that could be dense enough to be much of a slow down. Is it possible to create a really dense field?
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Old 05-14-2006, 09:25   #23
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Quote:
Originally Posted by Dundradal
I've never encountered an asteroid field in WCP that could be dense enough to be much of a slow down. Is it possible to create a really dense field?
Sure is - the reason you didn't encounter such fields in WCP, obviously, is because they didn't want the players to experience slow-downs.
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Old 05-14-2006, 14:54   #24
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It's worth noting that Proving Grounds used some monstrous asteroids to spice up its battlefields. The rock below is thousands of clicks away. If you flew around behind it, you'd disappear off enemy radar scopes and could pull a jack-in-the-box ambush maneuver like in the WC movie.

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Old 05-14-2006, 16:26   #25
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Quote:
Originally Posted by ChrisReid
It's worth noting that Proving Grounds used some monstrous asteroids to spice up its battlefields. The rock below is thousands of clicks away. If you flew around behind it, you'd disappear off enemy radar scopes and could pull a jack-in-the-box ambush maneuver like in the WC movie.
We need that to be in WCP multiplayer.
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Old 05-14-2006, 21:30   #26
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You can already play Armada Proving Grounds right now!
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Old 05-15-2006, 12:26   #27
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That does require owning Armada, yes?
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Old 05-15-2006, 13:37   #28
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BTW, i think that the flag to be capture should be the Eel Flag.
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