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10-23-2011, 09:30 AM
#111
Member
Re: Questions & Answers
[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.
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10-31-2011, 08:44 PM
#112
Senior Member
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?
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10-31-2011, 09:23 PM
#113
Senior Member
Originally Posted by
cerber
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?
No, Reycycler is busy with his private life school like that.
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11-13-2011, 02:42 AM
#114
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))
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11-13-2011, 11:03 AM
#115
Senior Member
Originally Posted by
koppeknoche
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))
I think everyone want the same thing that Recycler is going to finnish one project before he start with a other.
But i hope so for the futher.
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11-13-2011, 07:19 PM
#116
Member
Originally Posted by
koppeknoche
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.
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11-26-2011, 11:10 PM
#117
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?
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11-27-2011, 12:26 AM
#118
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
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11-27-2011, 03:03 AM
#119
Originally Posted by
Recycler
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.
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11-27-2011, 07:01 AM
#120
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.
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