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-   -   online co-op DS (http://www.ritualistic.com/forums/showthread.php?t=15439)

enemydown 06-14-2004 05:38 AM

online co-op DS
 
Hi, first post!

Any chance of Deleted Scenes being modified to allow
online co-op play?

and the mappers could make mission mappacks like sven!
would be sweet..

later [img]/forums/images/graemlins/smile.gif[/img]

dead_bwoy 06-16-2004 12:07 AM

Re: online co-op DS
 
Yo Ritual!
Is this possible?
Funny story, I was editing cz_recoil.bsp to add more spawn points and weapon drops to allow the map to support mp play. I noticed one of the target names: **ck_you_valve... lmao! rofl! Who made that map? hahah
I also need to figure out how to add more terrorist enemies as well! Any help or a pointer to a good site greatly appreciated!
DEAD

Kiltron 06-16-2004 12:44 AM

Re: online co-op DS
 
cz_ritual.bsp?

You mean cz_recoil.bsp..................

dead_bwoy 06-16-2004 02:35 AM

Re: online co-op DS
 
heheh, yea... thanks. fixed it.
I like your add-on map, cz_swamp. It really lags my computer though.
Would you consider making an update to add more spawns and weapons to your map if a mp mod were released?
Also, how much work am I getting myself into? Would DS co-op be easily done using a hook dll to modify cz.dll for multiplayer compatibility?

Kiltron 06-16-2004 04:10 AM

Re: online co-op DS
 
Not sure about the co-op thing. Nothing I've ever experimented with. As for making cz_swamp into multiplayer, that's probably not an option either. Personally I think if co-op is hax0red into DS that's just asking for the maps to be broken when played. Since they were built with 1 player in control in mind, multiple players going through at the same time would more than likely break how the gameplay is setup. Any co-op levels for games usually have to be designed with co-op in mind from the start to function correctly and play right.

I.E. There is a part in Druglab where inside the huts, there is a large visibility area because of the open window where the LAW guy is. In order to control the framerate here, I had to make a lot of the geometry outside in that area a func_wall_toggle to hide and show it. Now if one player goes inside the building, and the other stays outside, when the one inside hits the trigger to hide the geometry, the other player will see all of this affecting gameplay. This is just one I could think of off the top of my head. I'm most certain things like this would occur in a lot of other places, breaking the game.

And I have no clue who put that in cz_recoil. First time I've heard of it, and looked into it. Damn funny though....heh

zoso 06-17-2004 01:23 AM

Re: online co-op DS
 
co-op? don't make me laugh.

there is no co-op in the PC version for the same reason there is no split screen in the xbox version. go ask valve about it, i'm sure you'll get a superb answer.

dead_bwoy 06-17-2004 02:57 AM

Re: online co-op DS
 
Actually, I just created a listen server last night running cz.dll (CZ:DS), but the player who joined was in a half-life model and didn't have a gun. I need to figure out how to make steam recognise cz.dll as a game under servers.

If I get this figured out, I'll be the one laughing...

Edit: As of yet, Valve has not commented in our discussion on the steam boards. I imagine they're pretty busy with the new update just being released.

morthy 06-19-2004 04:33 AM

Re: online co-op DS
 
A friend of mine and myself spent hours and hours trying to do this. In the end we got a email back from ritual, saying that multiplayer had not been netcoded.

EGAMAN 06-23-2004 06:52 PM

Re: online co-op DS
 
to get steam to find cz ds server better u need to edit Clinet.dll in cl_dlls

dead_bwoy 09-09-2004 02:33 AM

Re: online co-op DS
 
I think I may be able to Edit the entities in the official DS maps removing some of the triggers/sequences that would cause problems in MP play. Better yet, I could create a Special mp map designed for this. Your team would move through a map killing monsters (from monstermakers), utilizing all the new tools/weapons along the way. Is there any way I could force a dead player to respawn at a landmark?

EDIT @ EGA:
I moved all the game files under the Half-Life folder 3rd party mod style. Maybe that will work, I don't want to mess with official VALVe files that will continue to be updated, breaking the mod everytime there's an update. I have yet to test this on my LAN...

Xenogenetic 10-21-2004 11:38 PM

Re: online co-op DS
 
My friend told me that he created a succesful CZDS listen server and that the player just took over the role of one of his teammate bots. He says a lot of outrageous things but this one sounded possible enough to work. It was one of the Ritual made levels that came out during the initial release of CZ, but i dont know if that has anything to do with it. To join he said that all you had to do was take off the random password that steam or CZDS puts on the server, and then tell someone your IP and they should be able to join through there CZDS console.

Davido 10-23-2004 10:27 AM

Re: online co-op DS
 
I'm not sure, I am guessing that alot of the entities and scripting rely on having 1 person known as 'player' rather than 'player1' 'player2' 'player3'

Xenogenetic 10-23-2004 12:49 PM

Re: online co-op DS
 
well we could try it sometime
my hostability sucks so it would have to be someone else

SuprTnr2 10-25-2004 12:14 AM

Re: online co-op DS
 
well, i could maybe run the server cause im getting CSCZ soon, and i have a 3mb connection so...

Davido 10-27-2004 05:37 PM

Re: online co-op DS
 
Damn b******! Boast it out to the world [img]/forums/images/graemlins/tongue.gif[/img]

It would sure be cool to try.


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