Multiplayer Mod
#1
Posté 09 novembre 2009 - 02:25
Anyone out there that could possibly do this?
#2
Posté 09 novembre 2009 - 02:29
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
Posté 09 novembre 2009 - 02:32
#4
Posté 09 novembre 2009 - 02:37
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
Posté 09 novembre 2009 - 10:31
Unless you are a masochistic programming genius, I suggest that you forget this.
#6
Posté 11 novembre 2009 - 04:33
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
Posté 13 novembre 2009 - 05:50
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
Posté 13 novembre 2009 - 05:54
#9
Posté 29 décembre 2009 - 08:25
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
Posté 30 décembre 2009 - 01:16
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
Posté 30 décembre 2009 - 01:03
#12
Posté 30 décembre 2009 - 06:22
#13
Posté 30 décembre 2009 - 06:26
Grow up dude!
#14
Posté 30 décembre 2009 - 06:51
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
Posté 02 avril 2010 - 08:23
#16
Posté 17 avril 2010 - 10:08
The NWN1 multiplayer was brilliant.
#17
Posté 18 avril 2010 - 12:51
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
Posté 18 avril 2010 - 09:16
#19
Posté 23 avril 2010 - 07:26
#20
Posté 23 avril 2010 - 07:52
#21
Posté 23 avril 2010 - 09:13
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.
#22
Posté 23 avril 2010 - 09:34
dragonage.wikia.com/wiki/File:Messages.png
Modifié par Kilrogg_, 23 avril 2010 - 09:35 .
#23
Posté 17 mai 2010 - 12:39
Oblivion was strictly singleplayer, though some clever people created an unstable multiplayer mode though the use of a 3rd party client.
#24
Posté 23 mai 2010 - 11:16
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
Modifié par AfterDune, 23 mai 2010 - 11:17 .
#25
Posté 23 mai 2010 - 07:09





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