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Author Topic: ZOS multiplayer  (Read 1196 times)

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Conors

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ZOS multiplayer
« on: 08 Nov 2005, 21:36:04 »
Has trapper ever thought of making a multiplayer version of this, perhaps splitting the 12 man team into with a minuim of 2 team leaders and a max of 12

Offline Trapper

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Re:ZOS multiplayer
« Reply #1 on: 08 Nov 2005, 23:32:47 »
 ;D

Well I have later in the process, but I don't know if I'll ever do it. Multiplayer editing is very complicated with client/server scripting, and I wrote the massive ammount of scripts without even thinking about a mp version.
Also, even if it's unlikely with more players, I don't know if a server could handle bigger zombie spreads.

Offline Mikero

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Re:ZOS multiplayer
« Reply #2 on: 09 Nov 2005, 02:31:31 »
>Multiplayer editing is very complicated

since when has 'complicated' stopped you? :D

This mission has recieved a well deserved rave from the Missions Depot, to score a 9 @ ofpec is a high achievement, a medal of honour thing.

tehnically, MP would be a dragon, but, considering you burnt serious amounts of candles at both ends putting the scripts for this mission together, it's just another (interesting) technical challenge.

I would imagine, many, many, MP folk would adore it if it's at all possible. One of the great appeals of this mission is to just keep trying to do better. Multiply that by 12 people, and W :oW
Just say no to bugz

Offline Trapper

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Re:ZOS multiplayer
« Reply #3 on: 09 Nov 2005, 15:40:21 »
Mikero, where the hell did you learn how to write such motivating replys?? :)

Now if I ever find the time again and a way, I would like to make a V1.1 someday with all 10 (not 12) soldiers playable in coop. But that's very unlikely to be a success.
The needed testing would be a nightmare. For SP I wrote a script, then watched how it played out for 10mins (with 4x time), changed something, watched it again and so on. I don't have the possibilty to create LAN games just for testing, and noone would have the patience to wait for me editing over and over again in an internet game.

But if anyone believes he can make it MP with ease, please try it!

Conors

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Re:ZOS multiplayer
« Reply #4 on: 09 Nov 2005, 18:51:36 »
Damn, oh well (not even a two player verion?).

Offline Trapper

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Re:ZOS multiplayer
« Reply #5 on: 09 Nov 2005, 19:06:04 »
The number of player slots won't be the problem. Keeping the interactive world running in MP is it.

Conors

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Re:ZOS multiplayer
« Reply #6 on: 04 Dec 2005, 06:07:14 »
yes i can understand that