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34 réponses à ce sujet

#1
ALmighty13

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I'm not sure if this is possible, but it would be freaking awesome if someone could create a multiplayer mode. Something as simple as putting 4 people in one room to fight through waves of enemies. Of course the pause <space> button wouldn't work in this mode, and you would probably have to own a server for people to connect to.

Anyone out there that could possibly do this?

#2
Fester Pot

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It's not possible. Dragon Age is a single player, epic adventure and thus, does not support multiplayer capabilities.



What's great though is you can create your own single player module, full of plot twists and an in depth story where the protagonist and three NPCs can fight through waves of enemies.

#3
Nevrak

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I am guessing you would need to write original code ontop of the source code to make this possible.

#4
Simon.Omega

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Could try hooks and wrappers around the Dragon Age Executable. O_O

Most encounters would probably be the same. But it would be hard to force the game to kill creatures your party did not.



I actually want to give it a try. But I have been doing python so much I am rusty...

#5
Adinos

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This falls into the "theoretically possible, but..." category. You would need to fully understand the structure and functionality of the relevant code in the game executable, and then patch that code, inserting various hooks - which of course would be invalidated if there is a game patch from BioWare. You also need a network communication module, but that is trivially easy by comparison.



Unless you are a masochistic programming genius, I suggest that you forget this.

#6
Simon.Omega

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Adinos wrote...

This falls into the "theoretically possible, but..." category. You would need to fully understand the structure and functionality of the relevant code in the game executable, and then patch that code, inserting various hooks - which of course would be invalidated if there is a game patch from BioWare. You also need a network communication module, but that is trivially easy by comparison.

Unless you are a masochistic programming genius, I suggest that you forget this.


Some Assembly requiered... Sorry couldn't help.

#7
wishmaster_96

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1) What the previous posters have said.

2) Get together a team of programmers to disect the game and figure out how to incorporate it.

Or

3) take the MUCH longer yet extremely easier (for the end-user) route and jump onto or make the bandwagon to keep pestering bioware into "hopefully" adding the functionality.



Honestly I was extremely shocked that it was not in there by default. Especially with the whole going back to Baldur's Gate gameplay style that's been being preached. Even Baldurs' had co-op multiplay. NWN's had the functionality for it. Can't say for NWN's 2 as I have yet to actually gotten around to playing it. Too many games too little time, Alas.



Never-the-less, you could certainly try to get them to incorporate it especially if they want this to be a continued game with heavy community involvement. Granted atm I think most people would settle for a better wiki and tutorials on the toolset and a few extra's added to the site especially sub-forums and a working search.

#8
indio

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If we're lucky it will be an expansion.

#9
LordSaul

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Main problem is that any community mod would need



1) every person playing to patch with dll hooks

2) Without completely ripping apart the game, each client would be processing the rules and characters, making it massively abusible (more of an issue if you host an open server)

3) The patience of the saints



I can but hope that under the hood DA has a separate rules/character engine to rendering engine, allowing them to wrap a server module up relatively easily (avoiding one of the pitfalls of NWN where character creation was hard coded into the client).I just want to be able to take a traditional party of 6 friends out for a stroll ;)

#10
ladydesire

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LordSaul wrote...

I can but hope that under the hood DA has a separate rules/character engine to rendering engine, allowing them to wrap a server module up relatively easily (avoiding one of the pitfalls of NWN where character creation was hard coded into the client).I just want to be able to take a traditional party of 6 friends out for a stroll ;)


In NWN, the server handled everything but rendering (even in single player); the problem I recall from the first game is that in multiplayer, the custom content didn't load until after character creation, so you had to jump through hoops to get custom classes working.

#11
LordSaul

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ah...., makes sense. In which case, I would assume that the same basic architecture was in place this time too, just need to load content earlier ;)

#12
Morfedel

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Actually, considering NWN and NWN 2 both had multi-player capability and a toolset, I'm surprised they didn't incorporate the same features into DAO as well, if for no other reason than because they had to know it would be a popular demand.

#13
.mOVIESTAR

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Do you think someone could build up a new game (mod) alone without any programs like CMC or APM...let me think abot it...NOT!

Grow up dude!

#14
avariambush

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I'd just show some patience. I am fully expecting a future Dragon Age title to be multiplayer. They just concentrated on the gaming engine/toolset/rpg system/world creation/graphics engine etc. this time around.



Make no mistake, every clue from Bioware is that Dragon age will be a multiplayer custom mod game in the future. But Bioware is Bioware and we are not for a reason. They do things right and in proper phases.

#15
sb.seed

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yea, thats all true but still i hope its sooner than later...or a temporary mod, or set of mods to allow multiplayer within the singleplayer storyline, i would love to see something like that...it would either be a kick in the gut for bioware to fully support multiplayer or it would kill multiplayer either way it would force the issue... im would bet my left testy that they would hurry multiplayer along abit.

#16
HolyStorm

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It sure would bring a new depth to the game.

The NWN1 multiplayer was brilliant.

#17
Azuraft

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HolyStorm wrote...

It sure would bring a new depth to the game.
The NWN1 multiplayer was brilliant.


Something I miss greatly. The weekend dungeon crawls with friends, the persistent worlds that made the game last years beyond its day.

#18
pennacraft

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Bioware, so much done, so little left to really make this title Historic, and long before we consider history, the signle best multiplayer mod our there for all dungeon masters ever. Don't miss the chance, it would really be epic.

#19
GodBeastX

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I'm sure they intend to put multiplayer in. Their toolset is littered with things that point to the idea they've at least tried multiplayer in the engine.

#20
CID-78

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yeah but that was like four- five years ago, when there was going to be both a singleplayer campaign and a multiplayer campaign. The game has changed alot since then and those leftovers won't be of any use.

#21
ladydesire

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GodBeastX wrote...

I'm sure they intend to put multiplayer in. Their toolset is littered with things that point to the idea they've at least tried multiplayer in the engine.


It also contains references to Origins that they scrapped years ago (Human Commoner, anyone?), so this is no real indication that they will put it in. :P

#22
Kilrogg_

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there's also this :P

dragonage.wikia.com/wiki/File:Messages.png
Posted Image

Modifié par Kilrogg_, 23 avril 2010 - 09:35 .


#23
Rogue Eagle

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the game does beg for some kind of coop or something. It'd be the best game of all time if it had that.



Oblivion was strictly singleplayer, though some clever people created an unstable multiplayer mode though the use of a 3rd party client.

#24
AfterDune

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Note: this post contains "might maybe perhaps possibly work" texts... ;-)


I think it's way too hard for mod teams to add a full working multiplayer mode. I guess, IF it's even possible, the only thing one should hope for when it comes to multiplayer, is that certain scripts communicate with a 3rd party tool, which communicates with "the web". These scripts can adjust how well the Grey Wardens and Darkspawn are doing. But I think you'd have to look at it more like a "battle only" mode, instead of doing quests and everything.

Like, Ferelden's locations are all "battlefields", visible on the worldmap. An icon shows what the status is per location. The status is adjusted by how every connected player is doing. For example, player X and Y are losing battles. Player Z is doing alright, but when the messages from the internet arrive, his (Z) game gets updated with losses, meaning the Darkspawn in his game are winning - even though Z himself was doing alright.

Well, one could talk on and on about it. Let's just face it, multiplayer isn't really feasible for mod teams to work on. The only thing you could do, I guess, is to have a "battle only" mode, focusing on constant battles between Darkspawn and Wardens and every player's outcome adjusts your own game.
You could hold "events" or strive for a "persistent world". But really, this would only be based on battles, not so much on doing quests and everything.


/dream-mode off :P

Modifié par AfterDune, 23 mai 2010 - 11:17 .


#25
CID-78

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sure you could create something glitchy with out of sync problems. it's better to build a Massive singleplayer RPG where "rumors" and effects of other players accore. rather then try to get them to work at the same spot at the same time.