Cthulhu Dcote Co-op Multiplayer

Post » Fri May 27, 2011 9:00 am

Well, here are some pictures. I've been working on a modified NetImmerse engine with some friends, we now have multiplayer Cthulhu! 8D It's buggy, it only works on the map with the cult mansion (so far) but I'll see how things go.http://img409.imageshack.us/img409/6936/cocmainwin32multi200701la2.jpghttp://img57.imageshack.us/img57/7765/cocmainwin32multi200701bm0.jpghttp://img329.imageshack.us/img329/9826/cocmainwin32multi200701sx5.jpghttp://img120.imageshack.us/img120/8391/cocmainwin32multi200701cl6.jpghttp://img299.imageshack.us/img299/7475/cocmainwin32multi200701vu9.jpghttp://img120.imageshack.us/img120/4268/multiplayerbf4.jpghttp://img481.imageshack.us/img481/2485/cocmainwin32multi200701eg7.jpghttp://img120.imageshack.us/img120/8716/cocmainwin32multi200701rw5.jpghttp://img481.imageshack.us/img481/2139/cocmainwin32multi200701kv4.jpghttp://img57.imageshack.us/img57/7439/cocmainwin32multi200701pz3.jpg
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Melanie Steinberg
 
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Post » Fri May 27, 2011 1:12 pm

Cool, keep us informed of your progress.
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Chris Cross Cabaret Man
 
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Post » Fri May 27, 2011 11:27 pm

Well, not only is "deathmatch" working, so is co-op.The only problem I am faced with, is I must learn how to make/edit the levels.Weren't the maps for the game entirely created in 3Dsmax rather than a level-editor tool? Or at least in 3dsmax with a few plugins?Once I figure it out, I can place player start entities and some weapons.
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Susan
 
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Post » Fri May 27, 2011 11:42 am

Well, it sure looks cool, and the idea itself is nice. I'm not sure about the impact it would have on gamepplay, though. I mean.. Gilman's Hotel.. in coop? Could be interesting, but could also be crappy, I'm sure you know what I mean. Overall, it just may not work well enough in coop mode, since it is thought as for one player only. Anyway, project looks interesting, and if you'll find a way to reedit some situations in the game.. it may just work well enough. Good luck!
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marie breen
 
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Post » Fri May 27, 2011 11:51 am

By the sounds of it you have already cracked a few tought nuts to get as far as you have, good luck with learning to get some of your own content in, I wish you success with that enterprise.
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 8:10 pm

I could just imagine playing co-op with my bro at the Gillman Hotel level:"Chris! Stop bolting the doors on me you git!"Though it would probably be a lot ruder than that knowing my bro...
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Klaire
 
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Post » Fri May 27, 2011 3:56 pm

Ha, indeed.I've been playtesting this with a close friend (because I'm still trying to figure out what I can do to distribute this legally without re-releasing the whole game again via the net.) and it's possible. We played around with the bolts on the doors.One interesting thing about the engine is, not all players must progress. If I (Jack1 for example) were to say, sit in the gilman hotel at the start of the game (very start) where he won't give you a room. And my friend (Jack2) runs ahead, goes and gets Ramona killed, etc, comes back, cracks the safe, comes to the hotel to get some shut eye, I can wait the whole time.Another example is, I was still talking to Mackay at one point just before Jailbreak, whilst my friend ran ahead and already had Brian unlocked and in the car. I just had to jump out the window, ignore about 33 ingame errors and run to the gun cabinet then back to the garage.The only problem is some levels don't work properly, and some sequences don't work with 2 players (ie, in the refinery where Marsh knocks you out and leaves you gunless in the Shog room, once he's knocked out Jack1, Jack2 must get in that door before it locks Jack1 inside.Of course, if you get stuck and wish to advance to say, Jack1 (say Jack1 is hosting)'s position, you can quit and rejoin the game to catch up, but you would be starting at the start of his level.
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Nathan Risch
 
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Post » Sat May 28, 2011 1:25 am

I guess a lot of that would be due to portalling levels to keep in its memory, if you're in zone1 don't draw zone 3 kind of stuff.
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BRAD MONTGOMERY
 
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Post » Fri May 27, 2011 10:15 am

UPDATE:DCOTE Co-op will be released very soon, no release date yet since it's buggy.In the mean time, here's another instance of Jack that will be playable in his old outfit from 2003. There are custom clothing colours and soon to be more new characters + new poses.It will include new weapons, such as the elephant gun, Mauser Broomhandle, and a few other cut weapons.http://img246.imageshack.us/img246/7762/coopsc1.jpghttp://img184.imageshack.us/img184/2203/mauser1lr2.jpghttp://img243.imageshack.us/img243/1381/mauser2lc2.jpghttp://img184.imageshack.us/img184/5258/shotgunfl8.jpg
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luis ortiz
 
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Post » Fri May 27, 2011 7:57 pm

Top job Ray :-)Can't wait... Dark Corners Co-Op - play with a friend and double your insanity! :-DAlli
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Far'ed K.G.h.m
 
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Post » Fri May 27, 2011 10:59 pm

Thankyou. I will also be adding some cut locations from the game.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 10:50 pm

Now you have forced me to obtain the PC version as well. ^_^
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Baby K(:
 
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Post » Fri May 27, 2011 11:28 pm

So how are things going?And another question: How will this work when it's done? Do you need to arrange stuff with a friend for Co-op or can you just jump in somewhere, like a server?
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Manny(BAKE)
 
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Post » Fri May 27, 2011 5:13 pm

I'll have to get someone to help me code a server option or some way of jumping right in.So far, the game itself needs to be modified, particularly maps, which makes it huge, it's almost like redistributing the whole game, but it alone isn't enough to play.It comes with a few bonus extras I'm going to put in, such as old weapons and such.So far, I've made a "cocmainwin32_mp".exe, when run, the start game and load game are different, they now read start server and join game, the server code is buggy and slow, and hard to work with. I didn't really expect Netimmerse to be easy. You can create games easily, it will ask the game to load up a seperate map file for each map, which contains two spawn points for Jack, although I don't know how to work too well with the scripted sequences, so during the intro and such, you'll see two Jacks sitting there, one inanimate (but free to move if you have control from another computer) and the host Jack will have to go through the sequence.It'll be up soon, probably released before my Lost in the Darkness Cthulhu game, which is expected 2009 or 2012, not sure, depends on how things go. I also need to make sure that it's legal for me to release the co-op mod.
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Chelsea Head
 
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Post » Fri May 27, 2011 9:41 am

You know, despite all the games and MODs being released at every revolution of the second hand, it is this MOD that has me the most excited.An ambitious project for a ludicrously underrated and unknown game by a very talented individual. David stepping up before Goliath. And -like David in that particular work of fiction- I think that the underdog is going to emerge victorious.Excellent work thus far Ray, it is truly an inspiration to see one such as yourself taking on a task like this one. Rest assured, should this come into fruition -and I hope to the nine hells that it does- I will be one of those playing it ad infanitum.
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Phillip Brunyee
 
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Post » Fri May 27, 2011 9:08 pm

Wow, thankyou, I'm flattered!I plan to, when releasing this, have a coop game with as many people as the game can support who are still here on the site.I'll place some more pictures up when I return home. Can't wait.
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Vivien
 
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Post » Fri May 27, 2011 12:25 pm

Holy crap? how could I miss this? now I need the PC version :D
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Ron
 
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Post » Sat May 28, 2011 1:00 am

It might take a while to complete (hard to mod this engine once it's already compiled).Also note that I don't know if I'm able to release it yet, as it may require redistribution of about 90% of the game, which I think is illegal. I don't plan to if it's illegal.
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Tina Tupou
 
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Post » Fri May 27, 2011 4:08 pm

If you need to use the original game AND don't sell your coop mod, it's perfecly legal.
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Tyrone Haywood
 
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Post » Fri May 27, 2011 12:29 pm

Mmm, not strictly true. If I ZIP up all the model/texture files from the game (which are in a format that really isn't any use to you unless you have the game already) and stick them on a website for anyone to download, am I still infringing the creator's copyright. Answer: yes.I believe the point Ray is making is that since DCoTE doesn't feature any intended "modding" capability (unlike say, Halflife, Doom etc) then in order to ship his modifications he might need to ship some rather large chunks of the original game assets.Whatever, I really hope you can pull it off one way or another Ray because co-op Dark Corners would rock not only my world but several overlapping worlds in adjacent dimensions :-DAlli
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Laura Mclean
 
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Post » Fri May 27, 2011 1:04 pm

We shall soon see.I had a thought, that perhaps I could make a tutorial on how to make it multiplayer, but it involves a lot.Otherwise, I could create an EXE, a script, that would "change" your game to be coop, without re-distributing the maps et cetera, (it would modify your game).I'll see what I can do within legal boundaries.
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Claudia Cook
 
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Post » Fri May 27, 2011 2:39 pm

I think an option which moves around the least files is the best, that way you're redistributing as little work that isn't legally yours as possible. A script that modifies your game to be multiplayer does sound like the best option. However, there should be a big "READ THIS FIRST!" bit that tells you that the script alters your game files, and that you should definitely make a back-up single-player set of files in case you want to play SP again.
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Andrea Pratt
 
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Post » Sat May 28, 2011 12:07 am

http://img440.imageshack.us/img440/81/jack2yd0ga6.jpghttp://img267.imageshack.us/img267/1683/88480773yl0.jpg
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Sarah Kim
 
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Post » Fri May 27, 2011 2:06 pm

Holy bump batman ;)don't wanna see this die, no matter how long it takes really.
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Steven Nicholson
 
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Post » Fri May 27, 2011 7:40 pm

Cheers, it's being worked on slowly at the moment.
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C.L.U.T.C.H
 
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