 |
View previous topic :: View next topic |
 |
|
|
|
|
Author |
Message |
|
|
|
|
|
Hardscript
Joined: 16 Mar 2009 Posts: 160 on topic

|
Posted: Fri, 6. May 11, 06:36 Post subject: Why no Multiplayer Mod |
|
|
I have been playing x3 for about 800 hours now and there is one thing that has annoyed me from the start, and that is i cant play with my friends.
I in NOO way mean i want x3 to be an mmo like eve "I hate EVE"
What i want is to be able to set up a server and have 2-40 of my friends play in the same universe, have huge fleet battles with them or take over their sectors.
After speaking to my friends who play x3 they all have stated that they would like this kind of function very much.
why has no one made it?
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
TrixX

Joined: 18 Aug 2010 Posts: 1893 on topic

|
Posted: Fri, 6. May 11, 06:44 Post subject: |
|
|
Limitations of the engine and what we can access as a community. Trying to get a Server/Client setup going to run MP X games would instantly break SETA usage. That coupled with location tracking on a single threaded game is going to cause issues.
I think we'll have to wait for Rebirth before either considering the idea or it being implemented in Rebirth already
Though you may want to check out X-Timelines for some interested developments in the MP arena over the next few months. We are working hard to get Phase 1 out at the moment, but Phase 2 should have some things that would interest those wanting to play X3 with friends 
_________________ "If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
 |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Hardscript
Joined: 16 Mar 2009 Posts: 160 on topic

|
Posted: Fri, 6. May 11, 06:47 Post subject: |
|
|
so are you working on a way to play with friends?
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
TrixX

Joined: 18 Aug 2010 Posts: 1893 on topic

|
Posted: Fri, 6. May 11, 06:51 Post subject: |
|
|
As much as possible with X3 unfortunately it doesn't extend to full in universe multi-player, but we are doing what we can to enable working as a team
Hence Jack08's release of the XTL Chat mod 
_________________ "If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
 |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
HotSake
Joined: 03 Jan 2010
|
Posted: Fri, 6. May 11, 07:00 Post subject: |
|
|
Clever. I assume XTL is going to pass game data between friends through your proprietary software so you can affect each others' universes?
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Hardscript
Joined: 16 Mar 2009 Posts: 160 on topic

|
Posted: Fri, 6. May 11, 07:03 Post subject: |
|
|
Has anyone thought of rewriting seta to work with mp, make it only increase your speed instead of the entire universe?
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
TrixX

Joined: 18 Aug 2010 Posts: 1893 on topic

|
Posted: Fri, 6. May 11, 07:03 Post subject: |
|
|
Hmm, I can't release any more details than I have HotSake
For a start Jack08 will kill me 
_________________ "If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
 |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Hardscript
Joined: 16 Mar 2009 Posts: 160 on topic

|
Posted: Fri, 6. May 11, 07:05 Post subject: |
|
|
| TrixX wrote: |
Hmm, I can't release any more details than I have HotSake
For a start Jack08 will kill me  |
How about emailing me, i am not active on this forum, i only come here once every few months so i wont leak anything
hardscript@gmail.com
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
X2-Illuminatus Moderator (Deutsch)

 
Joined: 02 Apr 2006 Posts: 14901 on topic

|
Posted: Fri, 6. May 11, 09:14 Post subject: |
|
|
The german users j.gue and LaT3St are currently working on a Mulitplayer Mod in the german forum X3 Terran Conflict MP! (TCMP).
But that
| Quote: |
| What i want is to be able to set up a server and have 2-40 of my friends play in the same universe, have huge fleet battles with them or take over their sectors. |
probably won't be possible. The main problem from my point of view is that you have simply no other possibility to exchange data from / to the game than a simple text/log-file.
_________________ Schreibwettbewerb der Kreativen Zone
X-BtF Anniversary Screensaver von TVCD
VAGABUND von arragon0815
FAQ - häufig gestellte Fragen einfach beantwortet.
XDownloads - Upload, Link, Download
"...time it seems does not care if you have stuff to do or not, it just goes by regardless." - Ketraar |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Hardscript
Joined: 16 Mar 2009 Posts: 160 on topic

|
Posted: Fri, 6. May 11, 11:34 Post subject: |
|
|
| X2-Illuminatus wrote: |
The german users j.gue and LaT3St are currently working on a Mulitplayer Mod in the german forum X3 Terran Conflict MP! (TCMP).
But that
| Quote: |
| What i want is to be able to set up a server and have 2-40 of my friends play in the same universe, have huge fleet battles with them or take over their sectors. |
probably won't be possible. The main problem from my point of view is that you have simply no other possibility to exchange data from / to the game than a simple text/log-file. |
My idea was that the server would hold the universe data
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
X2-Illuminatus Moderator (Deutsch)

 
Joined: 02 Apr 2006 Posts: 14901 on topic

|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Jack08

Joined: 25 Dec 2005 Posts: 2234 on topic Location: Australia

|
Posted: Fri, 6. May 11, 12:30 Post subject: |
|
|
| X2-Illuminatus wrote: |
| So? That doesn't change the way you can exchange data within two games. |
And theres more problems then just data exchange:
The script engine & MD Engine simply do not provide enough control over the game engine to create a multi-player environment - the data you would need is locked away deep inside the core of the game
Even if you were somehow able to transmit enough data, quick enough, you would run into a problem on the other end - you wouldn't have enough control in the script engine to input that data into the game
And lets not get started on syncing
in short - the request for a fully interactive universe is simply imposable with the tools we have available
_________________
 |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
djrygar
Joined: 10 Aug 2009 Posts: 1748 on topic Location: Wroclaw / Poland

|
Posted: Fri, 6. May 11, 16:46 Post subject: |
|
|
even if tools were there...
someone once calculated approx. bandwidth requirements for such game in 1vs1 multiplayer
see, while data that cover all OOS action could be more or less passed, as they are not realtime (currently there is update every 30 sec), but IS even medium battle witch 30-40 ships would require pretty huge upload rate. Currently there is no infrastructure for such games
_________________ ImprovedRaces |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Roger L.S. Griffiths

 
Joined: 12 Mar 2004 Posts: 5760 on topic Location: United Kingdom

|
Posted: Fri, 6. May 11, 17:21 Post subject: |
|
|
I think the bandwidth argument is inaccurate... I have worked in simulation for training purposes for over 10 years and I can tell you that there are ways of reducing the bandwidth used for in sector work (but even in the training arena there is potential for glitches/lag)... the only real issue that I can see will be with firing and damage calculation since the engine does not support AI controlled ships firing beams continuously nor charging of lasers (these would probably need to be excluded from the MP version).
The way an MP mod for X3:TC would probably have to work would be for the server to do pretty much all the calculations and the actual game engine would end up being just a rendering engine for the effects (local damage calculations/regen would be zero). Downloaded data to each game would be the IS entity states as maintained by the server - would have to be not your classic home network machine for larger games but smaller games may be possible (c/f Freelancer) - and the uploaded data would be minimal (player position, and local player interaction events).
In this scenario, the server would need to maintain IS states for each of the active areas, as well as OOS state for the inactive areas. Also quite a few in-game features would be lost by necessity - SETA, Pause, etc.
I am unsure if the above is really feasible (would require file I/O support at the MCSI level probably in order to implement), it would require also alot of development effort to achieve it. The level of effort required would most likely be tantamount to writing a whole new game (probably the better option - there are free 3D game/simulations engines out there that already implement much of the infrastructure (whether it is efficiently done or not is another matter).
Well that is from my experience anyway...
_________________ Roger (aka [SRK] Mr^Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"How do you eat an elephant? One bite at a time." - Unknown |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Requiemfang
Joined: 16 Jul 2009 Posts: 2371 on topic

|
Posted: Fri, 6. May 11, 17:39 Post subject: |
|
|
Your best bet to wait for a game that'll come along that'll be close to what X-universe is.
number 1 on the list from what I see is
Infinity Online
though don't expect to see this game anytime soon, it's going through the process of having the engine licensed, So it'll probably be another 2 or 3 years before this game rolls around. Maybe less depending on how quickly the licensing process goes.
_________________
   |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
|
|