SkyNet Alpha Release Candidate 1 (Multiplayer mod for Skyrim

Post » Sun Sep 02, 2012 7:21 pm

I am in no way a part of the Skynet devlopment team (or officialy the Virtual Asylum staff). However, they do not like posting threads here because they often turn into a large fight about events that occured in the past. For those of you who know what I am talking about, please, do not mention it here. They have happened, we can't change what has happened and arguing will not change anything. This is about the first alpha candidate for SkyNet.

For those of you who don't know SkyNet and Virtual Asylum, it is NOT the antagonist from Terminator - well it is, but that is not what this thread is about. It is a mod for Skyrim that aims to add in multiplayer capabilites to Skyrim, followed by MMO capabilities - this doesn't mean they're turning Skyrim into WoW, rather allowing Skyrim to work in a MMO environment. The first stage has been released - although it is not playable at the moment, it is the full source code including many advancements - this is the post made by the lead coder and the starter of the mod:
Here it is, AC1 :biggrin: There's not much here right now, I've left out the DirectX and Input work as both need a lot of refining. What we have here are the Form, ObjectReference, Actor, GlobalVariable and a little bit of the Location class.

This also has a massively refined version of my earlier concept used for visible equipment sync. We've "hooked" (Not really the right term, but meh :tongue: the following events;
  • OnObjectEquipped
  • OnObjectUnequipped
  • OnPlayerBowShot
  • OnSit
  • OnGetUp
  • OnDeath
  • OnDying
  • OnLocationchange
  • OnItemAdded
  • OnItemRemoved
  • OnMagicEffectApply
  • OnSleepStart
  • OnSleepStop
  • OnUpdate
    • Since there's no "OnObjectHeld" event, I've set this up to detect holds and releases
  • OnHit is hooked but doesn't do anything yet :tongue:
It should be noted that, interestingly, the OnItem* events pass a container reference, which may be useful for anti-cheat (Which I'm becoming increasingly paranoid about :tongue:).

In the attached archive, there's the source for Mandrake, the Papyrus script with the above events and the ESP which contains the global variables. If you build Mandrake, make sure to install Script Dragon, to copy both the Mandrake ASI and DLL in the output folder and to copy the Mandrake ESP into the data directory. With the ESP, I've been testing it right at the top of the load order, so I suggest doing that, too.

One of the things I'm most proud of is my offset calculator :biggrin: You pass the ESP name ("cloaks.esp" for example) and the last part of the Editor ID with a hexadecimal annotation (0x12D5 here);
[img]http://i.imgur.com/Oc8hk.png[/img]
It will use your load order to calculate it! Magic! :wink:

Anyway, here you go!

(there is an attached file with the full source code)

For those who don't want to read it here, this is the link:
http://hipolipolopig.us/topic/234-alpha-candidate-one-updated/#entry2310

It's not yet a playable mod, but I thought some of the people here might be interested in the progress being made :smile:
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Paula Rose
 
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