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Freespace => FS2NetD => Topic started by: karajorma on December 10, 2005, 01:53:38 AM

Title: New Concepts in Multiplayer - Part II
Post by: karajorma on December 10, 2005, 01:53:38 AM
Okay. Here's the second part of my experiment to add new gameplay styles to multiplayer. Unlike part 1 this one is actually working :D

Freepace 2 - King of the Hill

No I don't mean like the cartoon. I mean like the multiplayer game you see in Halo and other FPSs. Basically this is a standard TvT mission in most respects except that the player who gets to within 1km of the jump node first becomes King of the Hill.

If he can stay King of the Hill for 2 minutes the player wins the game for his team.

If the player dies or leaves the node he stops being King and a new King is selected (The player who has been within 1km of the node for the longest).

------------------------
Current limitations

- This version is just a proof of concept at the moment. That doesn't mean it's unplayable, I just had a very enjoyable game with DW-Hunter on it. It means however that there is no brief or debrief yet and the loadouts etc haven't been balanced.

- Only the host will see messages that contain variables correctly. Other players will recieve messages every ten seconds saying that a ship called dummy (the current king) has been king for 0 seconds. They will get message at 30 and 60 seconds before the king wins the game but that still won't say who the king actually is though. This one is due to a limitation in FS2 whereby variables aren't passed on to the clients. Hopefully the SCP will fix this eventually but for the moment it should be fairly easy to spot who is king. They'll be the ship in the centre of the node who hasn't been killed for nearly 2 minutes :D

- Don't jump out while your ship is within 1km of the node. Don't order the AI pilots to do so either. This one is my bug. It will be fixed in the next version.
------------------------

Anyway if anyone feels like playing PM me or catch me on ICQ or Yahoo tomorrow and if I'm around I'll be more than happy to play :)

If you want to play amongst yourselves that's fine too but if you spot any bugs in the core events make sure you tell me.

Anyway here's the mission! :)
Title: New Concepts in Multiplayer - Part II
Post by: [dw]-hunter on December 12, 2005, 07:40:53 PM
Make it so it tells the players what team has the hill ;) :yes:
Title: New Concepts in Multiplayer - Part II
Post by: karajorma on December 13, 2005, 11:45:06 AM
I can add that. The Messages already present should have been telling you which team had control of the hill but cause of that bug with variables it won't say any more than A Ship has the hill (If you look at the misson there is actually a ship called A Ship and that one is the one the clients are all talking about :D ).

That said after adding some stuff over the weekend it seems pretty easy to use a message without variables in to say which team is in control even if it's not the most user-friendly way to do it.
Title: New Concepts in Multiplayer - Part II
Post by: Foxer on December 17, 2005, 10:43:41 AM
Wow, that's something new! I'll have a flight tonight with few friends, we will check it out  for sure :). So everything what I need for my team to win is stay alive and stay inside jump node... Right? It's 1km long from the center of the node or from the borders of the node?
Title: New Concepts in Multiplayer - Part II
Post by: karajorma on December 17, 2005, 11:00:15 AM
All you need to do is keep the king alive for 2 minutes while he stays 1km from the crate at the centre of the node (The node is just there to make it easier to tell if you're going out of range).

The rest of the squad can sacrifice themselves to protect him.

The amount of time required to win the game and the distance are both set in variables so that means that if you want them changed it shouldn't be very hard to do it at all.

BTW I forgot to mention that you will need FS2_Open to play this. You shouldn't need the media.vps or anything though. Just the executable and launcher so it shouldn't interfere with anyone who plays on retail.
Title: New Concepts in Multiplayer - Part II
Post by: Foxer on December 17, 2005, 11:16:32 AM
Very nice :) great. I will post a feedback here when we'll finish.
Title: New Concepts in Multiplayer - Part II
Post by: karajorma on December 17, 2005, 12:35:08 PM
Make certain you have the AI jump out at the start of the mission too. There is something screwy going on if one of them ever manages to become King but for the life of me I can't see anything wrong with my Events. It may actually be something in code.
Title: New Concepts in Multiplayer - Part II
Post by: MatthewPapa on December 17, 2005, 04:21:27 PM
im gonna try and get this server fixed this weekend
Title: New Concepts in Multiplayer - Part II
Post by: DaBrain on December 17, 2005, 05:00:10 PM
Nice work. I'll probaby take part tomorrow.
Title: New Concepts in Multiplayer - Part II
Post by: DaBrain on December 18, 2005, 09:54:48 PM
Sorry, I've had massive problems with my internet connection. It's disconnecting every ten minutes and the only way I can it back working is switching off the DSL modem and turning is on again. :(

Very annoying.
Title: New Concepts in Multiplayer - Part II
Post by: DW-Raven on December 19, 2005, 01:56:45 AM
Hi guys, Raven here.  Long time no see.  Anyway I was updating the game options for fs2net and I don't seem to know where to get the multiplayer game file.  Can someone direct me to it?  I noticed when I was on the sorce code project site and I were looking over the steps to play again.  If someone could helpe me with that I would greatly appreciate it.  Thank you.

Raven
Title: New Concepts in Multiplayer - Part II
Post by: Goober5000 on December 19, 2005, 07:45:24 AM
It's in mv_core.vp.  Found in the mediaVP section of the downloads on the SCP site.
Title: New Concepts in Multiplayer - Part II
Post by: DW-Raven on December 19, 2005, 02:20:56 PM
Thank you
Title: New Concepts in Multiplayer - Part II
Post by: [dw]-hunter on December 19, 2005, 06:28:36 PM
Quote from: DW-Raven
Hi guys, Raven here.  Long time no see.  Anyway I was updating the game options for fs2net and I don't seem to know where to get the multiplayer game file.  Can someone direct me to it?  I noticed when I was on the sorce code project site and I were looking over the steps to play again.  If someone could helpe me with that I would greatly appreciate it.  Thank you.

Raven


FS2Netd is down currently ;) youll have to play via ip main ip we play on is on, 24.5.104.155 it is only up for a while when we play, usually around 7PM GMT

btw if you didnt already know, Im Admiral Khafe :D
Title: New Concepts in Multiplayer - Part II
Post by: DW-Raven on December 20, 2005, 05:08:49 PM
Yo Khafe!  Good to see you around.  See you in space.  Also, I noticed that the stats on the site are different and that my pilot is no longer on there.  Should I have to start a new pilot on multi?  Anything info i could use would help greatly.  See you in space.

DW-Raven
Title: New Concepts in Multiplayer - Part II
Post by: [dw]-hunter on December 22, 2005, 11:31:58 PM
Raven, you think u could tell me ur ICQ or MSN so i could contact you durring the week for week events ? and yes for fs2netd u have to start over. but obvously that isnt going to happen anytime soon, so we play via ip, usually on my host, because im always availble for a game.
Title: New Concepts in Multiplayer - Part II
Post by: DW-Raven on December 23, 2005, 08:07:48 PM
MSN IM: Narlypatarly

When I am on let me know when you are playing.
Title: New Concepts in Multiplayer - Part II
Post by: [dw]-hunter on December 23, 2005, 08:10:19 PM
added
Title: New Concepts in Multiplayer - Part II
Post by: [dw]-hunter on December 23, 2005, 08:14:14 PM
thats @hotmail right?
Title: New Concepts in Multiplayer - Part II
Post by: DW-Raven on December 28, 2005, 05:43:31 PM
Right
Title: New Concepts in Multiplayer - Part II
Post by: Foxer on January 02, 2006, 05:05:49 PM
Guys :) Let's back to the topic. Btw. Hi Raven! :D

So... I was playing some KotH matches and must say that I'm impressed. This -new game mode- is a very good idea and I think you should release it with final version very soon Karajorma. (I hope). Me and some other ppl (most from polish community (http://www.freespace.pl)) are very interested in it :).

But only one thing... game plays with 4 pilots, standard 2v2, I was a hostman. And that limitation with client's messages is a bit tiring :(. That's not good when I (host) got precise msgs about the King, and clients don't. I know who do I shoot... neither do everybody else. I think it can be a lot more fun if everyone can be known about who is the King actually. Then all know who is to hunt, hostiles concentrates on King and friendlys protects The One :).

So I hope that SCP will improve some code to make this work soon.

Oh... when someone stayed King of the Hill for 2 minutes and the game is won by he and his team, the "counter" messages is still clock up. I think there is no need for that, and clock should be stop just after we got a winner.

Well... very good job btw :nod::yes:. Make it release and maybe add some various missions (maybe one with only fast ships, one with heavy... one with bombers ( ;) ) and one... Old School FS1 with no shields... and maybe one in asteroid field. OK that's enought, i said too much :p).
Title: New Concepts in Multiplayer - Part II
Post by: karajorma on January 02, 2006, 11:27:17 PM
Thanks for the feedback Foxer. It's very useful to know what people think of it.

As you can tell from the filename what you had was the proof of concept. I've already added a few things to my local copy of the mission to enhance the mission. First the mission now tells you which team is winning. I can't make it tell you which player is winning without a lot of tiresome and repeatative FREDding but knowing which team is in the lead should help when you have more than 2 players.
 The original message saying exactly who is actually King is in there but disabled so when the SCP fix that limitation I'll be able to convert the mission to tell you exactly who is king in a few seconds (It's as simple as cutting out one SEXP and deleting a couple of events).

Second, there is now a bonus objective of making sure that the other team never becomes King of the Hill. An incentive to use the Horus and ensure that someone on your team gets to the node first perhaps :)

Thirdly now that I've got some feedback from yourself and DW-Hunter I can turn the proof of concept into a proper mission. I should be able to find some free time this week to finish it. I like the idea of mission varients and it's pretty simple to make the ones that you mention.

I had already notice that the messages kept repeating after one side wins but I left them on as they're useful while bug hunting. They'll disappear in the final version :)

If you have any other ideas for the mission be sure to pipe up. I don't play multi that much so I'm always ready to hear from those who do.

EDIT : Had another idea and I figured I'd post it rather than risk forgetting it. It should be fairly trivial to allow the game to say who came closest to winning if neither team actually lasts for the full 2 minutes.
Title: New Concepts in Multiplayer - Part II
Post by: Foxer on January 03, 2006, 12:47:41 AM
Your welcome. We can test any more stuff anytime! :)
Changes for the final version looks very good and promising. Information about which team is winning for all players will certainly increase the gameplay. Can't wait final mission(s).
Title: New Concepts in Multiplayer - Part II
Post by: Foxer on January 03, 2006, 09:35:15 PM
Hello again Karajorma. You post about some multiplayer campaing few months ago here (http://www.game-warden.com/forum/showthread.php?t=1016). But for now the 'details' link is broken (it goes to the old HLP Forums). Is there any option to download it and/or read about it for now?
Title: New Concepts in Multiplayer - Part II
Post by: karajorma on January 03, 2006, 11:24:05 PM
It's pretty easy to convert an old HLP link to a new one. Just open a random post on HLP and then take the numbers after t= in the old link and substitute them for the numbers after topic, in the new post.

Anyway I've done that for you already and you can read about it here (http://www.hard-light.net/forums/index.php/topic,33286.0.html)

The idea basically fell apart because of that problem with variables in multiplayer. The mission used string variable pretty heavily in order to keep track of which ships had been bought. Despite what I say at the end of the HLP thread I'm fairly convinced that the problem was due to variables not the Change-Ship-Model SEXP now that I've thought about it some more.
 So once the variable problem is fixed I fully intend to ressurrect the missions :)

I don't think it's worth putting the missions back up for download cause they were pretty alpha anyway and due to the bug they don't work at all so it's not worth playing them. If you have any ideas for what you'd like to see in the campaign though feel free to mention them here :)

BTW In case you're wondering this campaign was New Concepts In Multiplayer - Part I. The one I mention not working at the top of this thread :)
Title: New Concepts in Multiplayer - Part II
Post by: karajorma on January 25, 2006, 01:12:01 PM
BUMP!

Just wanted to point out that this hasn't been forgotten about. I converted a version to work with the BSG mod and was playtesting it this weekend.

Just got a few more bugs to work out and then I'll work up and release the FS2 versions.
Title: New Concepts in Multiplayer - Part II
Post by: karajorma on January 26, 2006, 01:53:26 AM
And just 12 hours later I have something to show :)

Its still not final by a fair bit so I welcome all feedback but here is my first King of the Hill mission pack. Featuring 5 missions (with identical briefings for the moment).

Light Fighter 01 - Basically a mission with a choice of light fighters.
Light Fighter 02 - As above but in an asteroid field.
Heavy Fighter 01 and 02 - Same as the respective light fighter missions with a different loadout.
 
Heavy fighter 03 - This is the really new one. In addition to the other team the players face 4 hostile Aeolus cruisers. How you handle them should make for some interesting mission dynamics hopefully :) Seeing as how all the missions are rigged to make AI players jump out at the start of the mission this is probably one for 4 or more players.

I'm particularly interested in knowing if the mission works with more than two players. The only time I have tested it with 3 players one of them jumped out with apparently no player interaction and the mission ended abruptly. If this occurs I'll have to remove the code to make the AI ships jump out automatically.

Anyway here are the missions. You'll need a pretty recent CVS build to get them to work (I'm using 16\01\06).
Title: New Concepts in Multiplayer - Part II
Post by: [IA]-Avarice on January 26, 2006, 06:45:01 PM
Did you make one that is just regular Heavy fighters in astroid field?
Title: New Concepts in Multiplayer - Part II
Post by: Foxer on January 26, 2006, 07:45:26 PM
Sweet! : )

Downloading missions... Complete!
Searching for available players... Complete!

Title: New Concepts in Multiplayer - Part II
Post by: karajorma on January 26, 2006, 07:54:37 PM
Quote from: '[IA
-Avarice']Did you make one that is just regular Heavy fighters in astroid field?


Heavy Fighter 02 is a King of the Hill mission in an asteroid field.

For the moment the missions are just about seeing what works and what doesn't. I'll make up the final loadouts (and release a mission with a generic loadout that people can edit to their hearts content) once I get some feedback :)