[OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

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Namakan 说:
I have to login again all~20 seconds and I somehow lost my gear

if you get desync for more than 3 seconds (this includes: opening a game menu(such as inventory, party window, log window, quests window and all the other windows),if you encounter another party on the map (this includes cities/towns/villages), if you get the "desync" or "paused" message for more than 3 seconds ) , then you are automatically logouted and you will need to log in again (because that's how i made the system).

the gear problem: when you start a new game, the game(client) will give you some items, but these items are not added in the server....

anyway there is too much to talk right now, since it is not currently playable (by playable i mean that you can't make fights, you can't buy items). this is only a dev version (like very early stage games)

 
Simply amazing. Totally would donate if I had some money lying around, especially since TW isn't adding co-op for bannerlord :sad:
 
yep...it's seems to be fake...
General IP Information

IP: 95.211.78.225
Decimal: 1607683809
Hostname: lena.hozzt.com
ISP: LeaseWeb B.V.
Organization: LeaseWeb
Services: None detected
Type:
Assignment: Static IP

ontopic: I am working on dedicated server part. I made the link between it and the webserver, so data can flow between them, i added log in part in the dedicat, along with battle check(if the player does not have a battle, then it get kicked from the server). Also i removed all the triggers and sample triggers, all game menues, presentations and sp scripts and mission templates(leaving only the multiplayer_bt)...now it compile much faster (13-15 seconds).

I need to rewrite the inventory sync between sp and webserver, to make it more optimized, cuz i don't like to send an entire array of 90 vars every time i want to get the items...then i will sync the server with the webserver, then i will need to sync troops between sp and webserver, and then add them to the server...hard work...
 
Then Taleworlds must be trolling us, because they posted it on their official facebook page... https://www.facebook.com/BannerlordFan?fref=ts
 
That's not their offical page.




BTT.

Dragon, I don't understand a single word, which you are saying, probably because I have no idea of servers, triggers, sample triggers, all game menues, presentations, but I am sure it will be incredible.
 
The_dragon 说:
yep...it's seems to be fake...
General IP Information

IP: 95.211.78.225
Decimal: 1607683809
Hostname: lena.hozzt.com
ISP: LeaseWeb B.V.
Organization: LeaseWeb
Services: None detected
Type:
Assignment: Static IP

ontopic: I am working on dedicated server part. I made the link between it and the webserver, so data can flow between them, i added log in part in the dedicat, along with battle check(if the player does not have a battle, then it get kicked from the server). Also i removed all the triggers and sample triggers, all game menues, presentations and sp scripts and mission templates(leaving only the multiplayer_bt)...now it compile much faster (13-15 seconds).

I need to rewrite the inventory sync between sp and webserver, to make it more optimized, cuz i don't like to send an entire array of 90 vars every time i want to get the items...then i will sync the server with the webserver, then i will need to sync troops between sp and webserver, and then add them to the server...hard work...

Thanks for keeping us informed  :wink:.
Good luck.
 
Beobart 说:
So you are a Dev? Only the Devs know all features.
Let's just say that they aren't going to do so. If they actually do it, something I heavily doubt, it will be a nice surprise and not a letdown.
 
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