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Joint Effort For Map
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SuperSonicSith
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PostPosted: Tue Sep 04, 2007 10:27 pm    Post subject: Joint Effort For Map Reply with quote

I'de like to bring to you an idea for an epic map. Its theme will be off superior combat with big booms and war. Sorta like Urban with laviathans and 64 people and without the lag. I propose a join effort of HSP to make it in that we all put our own little do dads in it to make it amazing. Contact me if you are interested in helping. I'll start on it and have the base done for you to look at and make ideas. When i'm done with my part i'll let you know.

~Sss

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[HSP]Wangtang
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PostPosted: Wed Sep 05, 2007 1:42 pm    Post subject: Reply with quote

Max is 32 players...

How about a D-day theme?

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PostPosted: Wed Sep 05, 2007 3:48 pm    Post subject: Reply with quote

i thank someone made a day day theme already and using something old would be boring for a join effort don't u thank
(i will see what i can do about helping)
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[HSP]@uToPL@y
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PostPosted: Wed Sep 05, 2007 7:36 pm    Post subject: Reply with quote

[HSP]Wangtang wrote:
Max is 32 players...
How about a D-day theme?

I've been working on many different things lately, one of which is a configuration for a set of maps that are linked together through teleporters - each map in the set would require it's own server.
They would all have a similar name with a suffix of Sect.1, 2, etc. depending on how many maps were used, so each map could hold 32 players - but with 2 maps/servers totaling 64 player capability! Basically like a UT-AS-MMO.

The reason I'm writing this here is I would need some help with the network coding so all players/servers could share info and be able to chat with the players in the other maps. The chat part might be fairly straight forward, but being able to see all the players on all the servers by hitting 'F1' might be tricky.

If anyone has info on similar work being done somewhere in the UT MOD community please reply or PM me about it!

Anybody seen my post buddy? I seem to have misplaced him somewhere! .o_O. LOL

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[HSP]Sonix
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PostPosted: Thu Sep 06, 2007 3:03 pm    Post subject: Reply with quote

1DeVeLiShDuDe wrote:

[HSP]Wangtang wrote:
Max is 32 players...
How about a D-day theme?

I've been working on many different things lately, one of which is a configuration for a set of maps that are linked together through teleporters - each map in the set would require it's own server.
They would all have a similar name with a suffix of Sect.1, 2, etc. depending on how many maps were used, so each map could hold 32 players - but with 2 maps/servers totaling 64 player capability! Basically like a UT-AS-MMO.

Yeah...
How about 4 maps of 16 players each? (less lag for all servers if theyre linked O.o)
[HSP]D-Day-1
[HSP]D-Day-2
[HSP]D-Day-3
[HSP]D-Day-4
1DeVeLiShDuDe wrote:

...Anybody seen my post buddy? I seem to have misplaced him somewhere! .o_O. LOL

I was stuck in ur front pocket >_<

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PostPosted: Thu Sep 06, 2007 8:10 pm    Post subject: Reply with quote

[HSP]Sonix*NL* wrote:
How about 4 maps of 16 players each? (less lag for all servers if they're linked O.o)
[HSP]D-Day-1,2,3,4

I was thinking about that last night after I posted, and since we'll be the ones hosting! - unless somebody wins the lottery or gets a summer vacation bonus and gets us some real servers! LOL
Just being linked with a teleporter wouldn't cause any lag, because it's a link and not a connection - but with the extra functions to include the other servers info and be able to chat with all players connected would possibly introduce some lag - don't know how much?
Still working on the overall concept.

Although the Unreal Engine Game Series does have a lot of similar coding, it's still the server networking that needs special attention!
My buddy MJ & I have a few friends in the right places, so I might be able to get a hold of existing net code to at least get started on making it work.
Of course we don't really need it, but it sure would be CoOoL!

Let's see now, cleaned, aligned, oiled - what in tar-nation did I do with that silencer!
~O.O~ ? :sniper: phssst! OW! thats gonna leave mark!

PS. Excuse me! Had momentary laps of ideas there! It wouldn't be too hard to use the built in browser functions, just add another instance of an extension to it - one instance for each server in the chain of maps! .O.o. DuH!

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PostPosted: Sat Sep 08, 2007 5:52 pm    Post subject: Reply with quote

I just thought of something...
Cant you insert a web-image?
Like that one in ur sig, from Game Monitors?
Because if you could, you could just add in something like a scoreboard...

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PostPosted: Sun Sep 09, 2007 1:48 am    Post subject: Reply with quote

[HSP]Sonix*NL* wrote:
I just thought of something... Cant you insert a web-image? Like that one in ur sig, from Game Monitors? Because if you could, you could just add in something like a scoreboard...

I'm sure there's a way, but if it's an image instead of text being used it would need a lot more bandwidth/time to get it - the built in UT server browser functions I mentioned are text based.

All I would need to do is render the browser info either to a HUD overlay or panels for public/player viewing, like in a bus/train station - to see other player movement or activity without going to the regular browser.

The only drawback is; the maps being use would have to be made to work with each other or alter existing maps, your choice - the latter is easier but players may not want to download the map again just to use the new feature. ☺

PS. I'm going to be running my [HSP]Build_Starter maps so you guys can check out the teleporters that go from map to map, although I haven't put them on the redirect yet because there not finished yet - when they are they'll have most of the functionality of Wangtang's maps so you guys can use them to make your own [HSP] maps and add to the growing number of HSP maps. Hopefully, each of you will add your own unique style of map making - so far assault maps are all I've been concentrating on, who knows what's next?

I will also be adding a quasi copyright, hopefully to discourage map stealer's from doing their thing! ☻

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PostPosted: Sun Sep 09, 2007 8:09 am    Post subject: Reply with quote

If you get that to work, you should also implement something to close the teleporter if the server is down...(no need to disconnect someone =/)
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PostPosted: Sun Sep 09, 2007 9:52 am    Post subject: Reply with quote

[HSP]Sonix*NL* wrote:
If you get that to work, you should also implement something to close the teleporter if the server is down...(no need to disconnect someone =/)
Good point!:P
One of the server browser functions I believe is to ping/check a server to see if it is responding, if not - you get an N/A for the ping.
There is a lot that can be done with this engine, as long as it doesn't take too long to do - that's when you have to make a decision. Do you want to make a really cool intricate map or a new fast map that your friends can play now!

I have many ideas on gameplay, modeling, and maps - but there's a point where you have to either teach yourself new ways to do things or not include a particular feature.

It's the time/cost versus playability/fun factor in the creative equation.

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PostPosted: Sun Sep 09, 2007 9:49 pm    Post subject: Reply with quote

One of my friends brought up an interesting idea that if we could get the multi server hook-up working, we could make a persistant war mod. Where the battle is evergoing. The basic obj would be to capture all the control points or camps in the map and defend yours. Mabey a money system could be involved where you buy weapons and such. We would most likely need some form of intelligent NPC's to fight while no one is on. but yeah i thought this would be neat if it is at all possible.

:D

who yo daddy

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PostPosted: Sun Sep 09, 2007 11:11 pm    Post subject: Reply with quote

[HSP]SuperSonicSith wrote:
we could make a persistent war mod & need some intelligent NPC's.:D

There are many other games that do all of that already, although ONS would be the closest in UT - with a strategic AI mod for the NPC's.
I think your friend has played a lot of games like 'Command & Conquer'!

:idea: Why not just save the status of all players & current orders?, then just start playing again! - otherwise you would miss half the battle! & wouldn't really be playing with an element of surprise!

If you have too many variables in any equation, you'll need a program to figure out your program - ooh! Sky-net! lol

Unless of course you toss in a little randomness, which can be quirky to say the least - and not seem too realistic at times!
AI bots take orders well & are kind of like the way real soldiers are supposed to be, no if &'s or buts - do or die! or die trying!

If some of this sounds Greek, it probably is! lil off today! gotta nice phat headache! break-time!:P

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PostPosted: Mon Sep 10, 2007 1:07 pm    Post subject: Reply with quote

[HSP]SuperSonicSith wrote:
One of my friends brought up an interesting idea that if we could get the multi server hook-up working, we could make a persistant war mod. Where the battle is evergoing. The basic obj would be to capture all the control points or camps in the map and defend yours. Mabey a money system could be involved where you buy weapons and such.

http://unrealinsanity.com/modules.php?name=Downloads&d_op=viewdownload&cid=12#cat
Like that CnC mod?

[HSP]SuperSonicSith wrote:
We would most likely need some form of intelligent NPC's to fight while no one is on.

Can you even use the words intelligent and AI in on sentence, if it regards UT?

[HSP]SuperSonicSith wrote:
:D

who yo daddy

And what does he do?

1DeVeLiShDuDe wrote:
[HSP]SuperSonicSith wrote:
we could make a persistent war mod & need some intelligent NPC's.:D

There are many other games that do all of that already, although ONS would be the closest in UT - with a strategic AI mod for the NPC's.
Really? Strategic NPC's? What game are you playing? >_<

1DeVeLiShDuDe wrote:
:idea: Why not just save the status of all players & current orders?, then just start playing again! - otherwise you would miss half the battle! & wouldn't really be playing with an element of surprise!
Ehh... do you mean like UTRPG? stats get saved? Please explain =/
1DeVeLiShDuDe wrote:

If you have too many variables in any equation, you'll need a program to figure out your program - ooh! Sky-net! lol
Yup.
1DeVeLiShDuDe wrote:

Unless of course you toss in a little randomness, which can be quirky to say the least - and not seem too realistic at times!
AI bots take orders well & are kind of like the way real soldiers are supposed to be, no if &'s or buts - do or die! or die trying!

Yeah... the bots could be like soldiers....
Soldiers with a damn brain tumor! >_<
1DeVeLiShDuDe wrote:

If some of this sounds Greek, it probably is! lil off today! gotta nice phat headache! break-time!:P

Lawl... go break stuff then.

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PostPosted: Mon Sep 10, 2007 6:28 pm    Post subject: Reply with quote

[HSP]Sonix*NL* wrote:
Soldiers with a damn brain tumor! >_<

My my! aren't we picky today!
Glad you agree tho!, of course AI is what you make it! Some web-bots, you can't really tell if there's someone else on the other end or not! Kind of like the 'IBM Turing Test' with Big Blue!

Although - when I said I had a "phat headache!" I meant it! They're the kind that all I can do is try to get rid of it! I get sick if I can't!
Migraines! a geek's worst nightmare, cuz using my computer makes it worse!:P

Anyway! I've been testing my map set idea and found out that when the other server isn't running the teleporter tries to link up and fails - and introduces some lag when it checks, so I should add a script to disable the continued checking if the first check fails!

Now I know that the game doesn't allow vehicles to teleport with the player or bots! But I think with a little tele-scripting I might be able to at least simulate the appearance of it! As long as I can get the basics of a server to server connection instead of server to client, I should be able to pass along the status of each player that uses it! - whether their in a vehicle, how many weapons, ammo etc.

Quote:
Really? Strategic NPC's? What game are you playing? >_<
If you have read any of the ONS bot scripting, you would know that their AI for that gametype is specific to it! made for them to protect the links and cores, knowing how to rebuild a damaged link etc.

Quote:
Ehh... do you mean like UTRPG? stats get saved? Please explain =/
Similar! but as far as I can tell they only get saved when you 'levelup', So - Yes & No! What I meant was any orders to bots, team mates, to save not just the stats - but also the current battle zone situation! Where everybody is, their weapons status, health etc. In other words a snapshot of the game, like a demo! if you record a demo and stop it in the middle! and come back to it later to continue watching! You haven't missed a thing! Comprende? :P
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PostPosted: Mon Sep 10, 2007 6:57 pm    Post subject: Reply with quote

IDK about you guys... but I was messen around with my UT code and evrything i'm not suppose to touch and I found some AI script. They had been dumbed down alot so that they don't own you. So I changed it to "no" and then hell broke loose. So don't do that because they aim for the head and don't miss.
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