Where are the factions child boards?
EDIT
Already saw that Recycler removed it, you can still access it people via the search.
Printable View
Where are the factions child boards?
EDIT
Already saw that Recycler removed it, you can still access it people via the search.
You probably can't access them in any way anymore now. If you want any of your created topics in that forums saved, I can move them out of that section to somewhere else.
Sorry for stupid question but did vaultmp update to new revisions (145 or something)? I don't have vaultmp client, so I don't know. Are servers online?
[quote author=cerber link=topic=98.msg2751#msg2751 date=1315731001]
Sorry for stupid question but did vaultmp update to new revisions (145 or something)? I don't have vaultmp client, so I don't know. Are servers online?
[/quote]
Yes, vaultmp have been released on revision 145, and servers are online.
All downloads should be done at the wiki.
Good, thanks for the answers.
Can somebody make a update of the installer?
Aleksander, but there is no need since the game will be updated on a few days.
recycler how did you learn to use PAWN?
[quote author=al5xander link=topic=98.msg2968#msg2968 date=1316540757]
recycler how did you learn to use PAWN?
[/quote]
Thats 1 useless question I want to know.
I learned C in 2006, and when I started scripting SA-MP gamemodes (2007) I didn't need to learn PAWN because it is similar (at least the syntax). I've never been professional with coding in PAWN though, just the basics ;)
[quote author=Recycler link=topic=98.msg2973#msg2973 date=1316564707]
I learned C in 2006, and when I started scripting SA-MP gamemodes (2007) I didn't need to learn PAWN because it is similar (at least the syntax). I've never been professional with coding in PAWN though, just the basics ;)
[/quote]
That's how I learned PHP as well. I learned PAWN and LUA, and then PHP was too easy.
so could you have done this mod in c?
[quote author=al5xander link=topic=98.msg2980#msg2980 date=1316637455]
so could you have done this mod in c?
[/quote]
Why the hell will you do that. :P
wasting time maybe...
im just curious
Technically it would have been possible to code vaultmp in C, but would have been a lot harder. C++ is a more powerful language featuring object orientation and all of the benefits which are tied to this (classes / objects, constructors / destructors, polymorphism, virtuality...just to name a few).
Good example to show why C++ is so much better is the game object model implemented in vaultmp (inheritance): https://docs.vaultmp.com/class_object.html The base of a Player is always an Actor (NPC in-game), an Actor is always a Container ("has an inventory"), a Container is always an Object (the Object in-game can be either an Actor or a plain container, i.e a mailbox), and all Objects are References (reference IDs in-game). Items can be part of a Container, but also be independent Objects (dropped items etc). Languages like C++ allow to exactly represent this relationship and make it a lot easier to write game code.
Interestingly interesting! ;D Wish I had the patience to learn such things :-\
[quote author=ArathHunter link=topic=98.msg3061#msg3061 date=1317081329]
Interestingly interesting! ;D Wish I had the patience to learn such things :-\
[/quote]
Same... I've always wanted to learn some languages and make cool programs, but I never found myself willing to sit down and read about them.
Where is the updated "default.fos" for F:NV? I have downloaded rev147 but I can not find it.
[quote author=jaxx2009 link=topic=98.msg3160#msg3160 date=1317510114]
Where is the updated "default.fos" for F:NV? I have downloaded rev147 but I can not find it.
[/quote]
After you select the server you want from the list, click Synchronize, it'll download the latest save from the server.
I always wanted to be a programmer(or a hacker maybe), even bought a book(hacking book), but never managed to do it, the book said it requires some intelligence in C, I always wanted to know C but never found a book that could explain it right, because most books start with that same old internet story, old OSs and so on, then suddenly from nowhere they start to say advanced things in C, I feel sad. :'(
[quote author=Dantiko link=topic=98.msg3162#msg3162 date=1317560066]
I always wanted to be a programmer(or a hacker maybe), even bought a book(hacking book), but never managed to do it, the book said it requires some intelligence in C, I always wanted to know C but never found a book that could explain it right, because most books start with that same old internet story, old OSs and so on, then suddenly from nowhere they start to say advanced things in C, I feel sad. :'(
[/quote]
Maby you don't read it right, in everything you first have to learn where it comes from, then the basic but you have to understand it yourself you can't just skip to the advanced things.
I hope you are good in maths you will need that to understand it.
Yeah, I am very good in maths, and had to learn how to make those binary conversions to decimal, but after that I can't get it, where does he start to teach the basics, I can't find the exact place where to begin thinking.
man, i need a video tutorial for this, i dont know how to use the vaultmp, and i dont know what is the master address, please help me!!!
[quote author=elitewolf link=topic=98.msg3415#msg3415 date=1319154566]
man, i need a video tutorial for this, i dont know how to use the vaultmp, and i dont know what is the master address, please help me!!!
[/quote]
Yes, sadly there isn't a lot of documentation available because the program is in it's infancy. Basically, place all the files from the download into the root (not Data) folder of the game and run VaultMP.exe. From there make sure the Master field contains "vaultmp.com" and click Master Query. Then select the server you wish to join (Only one for each game at the moment) according to the map name and click Synchronize. Once that's done (it might take a little bit), you can finally hit Join Server and the game should launch and allow you to load the game and play.
Please be aware that the multiplayer aspects of the game are still in their testing form and nothing is complete, so there will probably be some errors.
As i said before. We you should make normal website dinluding tutorials and news and make subdomain (forum.vaultmp.com) and put forum there.
I think that nobody cares about my helping offer. Well Houstin was once, but i got no responcse or reaction...
I DON'T WANT ANY MONEY for that OR ANYTHING! If you don't want me to help you, just tell it, because i dont want to make a **** of myself by spamming here about it. but think about that. This forum-website information thing is little "bad" for such a great project!
(sorry for bad eng.)
[quote author=Dixx link=topic=98.msg3420#msg3420 date=1319205712]
As i said before. We you should make normal website dinluding tutorials and news and make subdomain (forum.vaultmp.com) and put forum there.
I think that nobody cares about my helping offer. Well Houstin was once, but i got no responcse or reaction...
I DON'T WANT ANY MONEY for that OR ANYTHING! If you don't want me to help you, just tell it, because i dont want to make a **** of myself by spamming here about it. but think about that. This forum-website information thing is little "bad" for such a great project!
(sorry for bad eng.)
[/quote]
Dude relax, if they don't respond to you then the answer is clear so stop spamming and Recycler is doing hes best and what i understand is that they want to wait for a release with more futhers before they want to make a better website.
And did you show off any of you work a portfolio?
I am not mad, i just wan a simple answer :)
and yes i did a website for testing purposes. Not uploaded now, but i can re-upload it. It has no graphics yet...
It was just bunch of my ideas, but i can do stuff there by request from admins, or players.
I got:
the basic css elements (chat, menu bar, login bar, etc.)
website PHP core (loggin, atabse reading posts, shoutbox, etc.)
some progress bar showing the progress till next relase.
And i need help from people to include stuff in there, such as tutorials, gameplays, etc.
Could someone create a simple tutorial on how to set up a server?
[quote author=Jakelol link=topic=98.msg3447#msg3447 date=1319351117]
Could someone create a simple tutorial on how to set up a server?
[/quote]
The reason there isn't a tutorial yet is because there isn't a simple way to get one working yet. The programs are still in an early development phase and most of the user features aren't finished yet, the back-end is still being built.
That said, I haven't been able to set up my own server yet (probably out of my own stupidity), but Aleksander has created an Installer that should help you get up and running. Another issue with setting up your own server is configuring the port forwarding and whatnot, which is somewhat case-specific, so you're kind of on your own. Once the next stable release is put up, I'll be re-writing the tutorial on the Wiki to hopefully make the process a lot easier, sorry I can't be of any more help.
I was busy for few weeks so I don't know what exactly is progress of vaultmp. Are there new updates and reviosions? Has GUI been already implemented?
One Short Question:
Will there be a Skyrim MP Support?
Or is it too complicated because of the new engine?
((Sorry for my bad english. German School english :P))
There's a lot more work to even get it working with Fallout, but depending on how different the engines are (which we'll start to know once they release the Creation Kit), it's possible that it can be made to work with Skyrim, it's just a matter of time. And actually, if Recycler and Houstin are willing to switch over to Skyrim there might be a lot more "public" interest in the mod.
Hey all, I'm extremely interested in making this work for Skyrim. I posted a bit in the Skyrim Mods forum, but most people there are actively hostile to an MP mod and continue to junk up the thread with whining.
Anyway I'm willing to contribute to making a Skyrim port if there are other developers interested in helping in the effort. I'm an experienced game programmer (worked on Torque3D engine side as well as the game/museum simulation BeTheDinosaur (link is to the channel from the company that owns the game, but it was the company I worked for that made it... I wrote or helped write a bunch of different stuff in that game, but was focused on the PhysX integration as well as inverse kinematics and various physics stuff for the dinosaurs and due to the nature of the engine, a lot of networking, albeit at a high level)) but I've not done much CS scripting for Oblivion/FO3/FNV but I can pick it up very quickly.
Looking through the code a bit on GitHub, it seems like the offsets for the Skyrim stuff would need to be found (I imagine we can pull some of them at least from Skyrim Script Extender), and the actions and everything would need to be mapped out in API.h. I'm sure new functions would need to be added to the interface for stuff that Skyrim has that the other games don't. I think an initial port should be primarily concerned with getting the server all set up and basic player and player move replication working.
Are there any other programmers lurking or posting here (I haven't read all 12 pages of the thread yet :P) that are interested in helping work on a port?
Hey,
nice to see that you are interested in developing the mod! In fact it is possible to make it work with Skyrim (. It's not even a lot of work. As you already have discovered, there's some value stuff required in API.h and API.cpp (and vaultmp.h of the DLL). Depending on how much has changed in Skyrim (sadly I don't have the money right now to buy it but I will get it ASAP) this can be done quite fast. There's some more logic in other parts of the mod which needs to be adjusted but it's minor.
I myself am really excited to continue developing, especially adding Skyrim support. Due to my commitments (university, two programming jobs, etc.) I'm extremely short of time, but I'm looking forward to get back to coding in late December (holiday weeks). I know there's little source code / wiki documentation so it's hard for new developers to start contributing. Anyway, if you want to help out, it would be more than appreciated! I can answer any question you have regarding the code. There's still a lot to do to make it a fully working multiplayer mod (proper syncing being one of the most important aspects), but I know it can succeed :)
Can you give me an overview of what's currently working vs what needs to be done? I've looked through the commits a little and at the to-do list in the other forum, but I'm just curious about what's working and such.
I poked through the SKSE source a bit and there's an interesting list in the RTTI_Types file. It seems like there might be more ways to directly control the movement of actors in Skyrim than there were in Oblivion and FO3/FNV. That's just a guess from some of the stuff I saw in there though. That brings up another quick question which is how the moves of a remote player are replayed on the client in VaultMP currently? Specifically, I'm wondering how the moves are applied to the NPC.
https://forums.bethsoft.com/index.php...script-dragon/
This is a very interesting release. It seems to have a lot of the offsets and such mapped out to some degree. I was thinking about making a horse whistle key using this right fast.