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#1 |
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2nd Lieutenant
![]() Join Date: Jul 2005
Posts: 91
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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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#2 | |
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Finder of things, Doer of stuff
![]() Join Date: Mar 2001
Location: BC, Canada
Posts: 3,000
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HCl Posted this in the UE forum two days ago: http://www.crius.net/zone/showthread.php?t=19937
Quote:
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"I saw a monster come with speed, Its face of grimmliest green, On human beings used to feed, Most dreadful to be seen." - Excerpt from Horrors, Lewis Carroll, 1850 |
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#3 |
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2nd Lieutenant
![]() Join Date: Jul 2005
Posts: 91
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Thanks for the info.
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#4 |
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I love Wing Commander: Prophecy
Join Date: Feb 2006
Location: T.C.S. Midway
Posts: 324
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Can't wait to get my hands on this patch . . .
The Maniac
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The Wing Commander: Prophecy Movie Project |
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#5 |
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TCS Tarawa (CVE-8) "Plank Owner"
Join Date: Jan 2000
Location: Confederate Archives, Confed HQ, Sol System
Posts: 3,722
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just curious how the latest round of test sessions went...
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"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul. Go." - Final Terminal Message Marathon Infinity |
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#6 |
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WC EXE archaeologist
Join Date: Jan 2000
Posts: 129
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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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#7 |
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TCS Tarawa (CVE-8) "Plank Owner"
Join Date: Jan 2000
Location: Confederate Archives, Confed HQ, Sol System
Posts: 3,722
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all those auto turrets firing is pretty crazy
__________________
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul. Go." - Final Terminal Message Marathon Infinity |
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#8 |
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Major
![]() Join Date: Jul 2004
Location: Netherlands
Posts: 513
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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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#9 |
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WC EXE archaeologist
Join Date: Jan 2000
Posts: 129
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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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#10 | |
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Colonel
![]() Join Date: Jan 2006
Location: The heart of all evil, Utah.
Posts: 1,162
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Quote:
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#11 | |
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Super Soaker Collector
Administrator |
Quote:
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#12 |
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Mission programmer
Join Date: Jan 2000
Location: Amos, Québec
Posts: 842
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Although you may consider team deathmatch as some sort of coop.
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PopsiclePete's WC Page : http://popsiclepete.solsector.net E-mail : PopsiclePete [at] hotmail.com |
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#13 |
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Swabbie
Banned ![]() |
You may, but I wouldn't.
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#14 | |
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Colonel
![]() Join Date: Jan 2006
Location: The heart of all evil, Utah.
Posts: 1,162
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Quote:
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#15 |
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Super Carrot!
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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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Glory to the many |
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#16 | |
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Colonel
![]() Join Date: Jan 2006
Location: The heart of all evil, Utah.
Posts: 1,162
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Quote:
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#17 |
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Super Soaker Collector
Administrator |
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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#18 |
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TCS Tarawa (CVE-8) "Plank Owner"
Join Date: Jan 2000
Location: Confederate Archives, Confed HQ, Sol System
Posts: 3,722
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perhaps placing picket vessels on the route to and from may make it more interesting and challenging...
__________________
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul. Go." - Final Terminal Message Marathon Infinity |
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#19 |
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Major
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I think asteroid fields could be suitable obstacles.
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I'm back...with a vengeance. |
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#20 |
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Colonel
![]() Join Date: Jan 2006
Location: The heart of all evil, Utah.
Posts: 1,162
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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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#21 |
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Mr. Kat
Administrator |
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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#22 | |
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TCS Tarawa (CVE-8) "Plank Owner"
Join Date: Jan 2000
Location: Confederate Archives, Confed HQ, Sol System
Posts: 3,722
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Quote:
__________________
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul. Go." - Final Terminal Message Marathon Infinity |
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#23 | |
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Unknown Enemy
Join Date: Jan 2000
Location: Poland
Posts: 9,892
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Quote:
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#24 |
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Super Soaker Collector
Administrator |
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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#25 | |
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Colonel
![]() Join Date: Jan 2006
Location: The heart of all evil, Utah.
Posts: 1,162
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Quote:
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#26 |
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Super Soaker Collector
Administrator |
You can already play Armada Proving Grounds right now!
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#27 |
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Lieutenant Colonel
![]() Join Date: Feb 2000
Posts: 826
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That does require owning Armada, yes?
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Missiles? Er, oh, yeah... forgot I had those, sorry. |
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#28 |
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Cry some more!
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BTW, i think that the flag to be capture should be the Eel Flag.
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