A real possibility of multiplayer

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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X1000
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Post by X1000 »

You could make a script that sends some kind of "log" to the other computer, then the other computer decpyhers it...

Example:

Player: "(Enter name here)" sent data,

12TL00-15 'your mamoth" is now at Argon Prime '000.000.000"

I think.. :?
jjz-
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Post by jjz- »

Time spent trying something new is never wasted. If you wait for the aproval of others before you start, then you are doomed, because the validity of your project depends on the opinion of others, not your own.
It is a bad idea to take my refusal to do this without opinions as my way of dealing with all ideas. I am busy, and to take time off for a program that may be of use to a small number of people and have absolutely no benefits to me is, in my opinion, idiotic. It only makes sense to me to do it if I have some sort of guarantee that it will be used.

It makes sense to innovate without external opinions only when the pluses of such an innovation, if it were to succeed, are worth the risk of failure. I do not see this as the case.

Cycrow, yes, I already realize what you have mentioned. Although I did not know file io was not possible in x-scripting, and that would complicate things. The point of this thread is to take what you have just mentioned and figure out if, despite these issues, the system would be better than nothing and worth the time invested into designing it.[/quote]
DeadlyDarkness
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Post by DeadlyDarkness »

I was thinking of a very simple system along the lines of this:

Implement a chat system in-game so players can talk to each other.
Keep the universes separate, but allow limited exchanges between them.

IE, player A says "help, I'm getting attacked in Home of Light", so player B sends a destroyer. This is then erased from player B's universe and an identical destroyer created and placed under the control of player C. When it's use is finished, it is returned back in whatever state it was left in.

Periodic updates could be sent about the battle every 30 seconds, ie enemies killed, damage sustained, or if the ship has been destroyed.

The same could work for trades, player A could request some E-cells from player B in a certain sector, so player B sends an SF full of E-cells, once more placed under control of player A. When it's use is finished, player A sends it back and it jumps out and reappears in player B's universe.
MrOmniscient
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Post by MrOmniscient »

2 Sections to my post here.

First section: Relevant: I rather like this idea... it would be imperfect as regards combat, but by the sounds of it, you could get two players impacting the universe, imagine the possibilities, the players could fight economical battles, destroying NPC traders taking resources the other players want, working to accumulate materials for plots such as "The Hub", I'm sure, from what I understood by your proposal, that this would be a truly amazing step forward. This is of course, assuming both players are acting within the same universe... (I may have understood wrong, but i still like the idea!)

Second Section: As a suggestion, would it not just be possible (and here I go with no coding, scripting etc knowledge) to have a second player's client program take control of just a single AI controlled ship in the host players universe? Basically, unable to have an empire, only able to shoot/fly. BUT this is a solid step forward...that (to me) seems like it would only take a small amount of coding. It would be a single small step forward to prove the concept of having two programs on different PCs sharing data... with some reasonable spectacular results.


Answers to second section, best to keep them short, so as not to derail the thread.

@OP: Awesome idea, I don't think you should care what other people think, so long as you can find someone who is familiar enough with scripts to help you get it off the ground.
Good luck man, I'll definitely take a copy off your hands when you produce something, anything, even an ingame chat :)
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Aro
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Post by Aro »

Game spits out file containing object info or recent big changes.
Gobetween application takes that file, send it to web server.
Gobetween application requests current object info (or first time it gets all changes then future requests gets only new changes), puts that file on the drive.
Game reads it and makes the changes.

Very very basic, in theory it could work but...


Is it possible to kill GoD? (Maybe show it a Babelfish then toss a QED at the end?)
Cycrow
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Post by Cycrow »

jjz- wrote:
Time spent trying something new is never wasted. If you wait for the aproval of others before you start, then you are doomed, because the validity of your project depends on the opinion of others, not your own.
It is a bad idea to take my refusal to do this without opinions as my way of dealing with all ideas. I am busy, and to take time off for a program that may be of use to a small number of people and have absolutely no benefits to me is, in my opinion, idiotic. It only makes sense to me to do it if I have some sort of guarantee that it will be used.

It makes sense to innovate without external opinions only when the pluses of such an innovation, if it were to succeed, are worth the risk of failure. I do not see this as the case.
then maybe this is not a project for you, script and modding should be done because you like to do it, and shouldn't let other ppl influence that.

theres no real point in doing a project if ur dont enjoy doing it, thats the sorta thing u only do if u will be getting paid.

u'll find out eventually, that most things u do will get more critisim than it will praise
jjz- wrote: Cycrow, yes, I already realize what you have mentioned. Although I did not know file io was not possible in x-scripting, and that would complicate things. The point of this thread is to take what you have just mentioned and figure out if, despite these issues, the system would be better than nothing and worth the time invested into designing it.
there are way to make use of external programs, but its not something u would be able to do real time with any kind of accuracy, which is y multiplayer combat is out of the question.

if you are serious about trying it, then i would suggest looking at a few scripts that do simlar things.

The plugin managers purgeship/ware scripts, the X3 External Property Maager, the G15 Keyboard applet and the Custom Gui dll hook. These are all for X3R thou

these all make use of external programs
Cycrow
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Post by Cycrow »

DeadlyDarkness wrote:I was thinking of a very simple system along the lines of this:

Implement a chat system in-game so players can talk to each other.
Keep the universes separate, but allow limited exchanges between them.

IE, player A says "help, I'm getting attacked in Home of Light", so player B sends a destroyer. This is then erased from player B's universe and an identical destroyer created and placed under the control of player C. When it's use is finished, it is returned back in whatever state it was left in.

Periodic updates could be sent about the battle every 30 seconds, ie enemies killed, damage sustained, or if the ship has been destroyed.

The same could work for trades, player A could request some E-cells from player B in a certain sector, so player B sends an SF full of E-cells, once more placed under control of player A. When it's use is finished, player A sends it back and it jumps out and reappears in player B's universe.
tbh, that would be fairly simple to implement. Infact the Custom Gui mod i made for X3R did have a chat room ability, althou the front end for it was never finished
jjz-
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Post by jjz- »

then maybe this is not a project for you, script and modding should be done because you like to do it, and shouldn't let other ppl influence that.

theres no real point in doing a project if ur dont enjoy doing it, thats the sorta thing u only do if u will be getting paid.

u'll find out eventually, that most things u do will get more critisim than it will praise
Well, I didn't plan to script or mod anything, just program the peer 2 peer portion.

I never said I wouldn't enjoy it. I would enjoy programming a peer 2 peer system, because I have only coded a p2p program once before. However, I could do other things with that time (such as actually playing x3 :)) that I find more enjoyable.

I don't need to be told about getting more criticism than praise. I worked in Japan for a year programming and bugfixing a horrible mix of vb.net and vb6 code without any type of recognition. Before that, I worked as a teaching assistant, which was also a horrible and rewardless job.
brekehan
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Post by brekehan »

I don't think there is any point to multiplayer without realtine dogfighting. What you are describing would just add and remove assets and would probably only be good for OOS if at all.
To understand recursion you must first understand recursion.
Gavrushka
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Post by Gavrushka »

I wonder if the commercial wherewithall is there to ever create a genuine multiplayer interactive experience is there.

Developing on the idea of control passing 'help being sent' and the like, it is not so far away from the idea of a player owned sector and the passage of control of any ship leaving that sector to another players sector going to computer control, with the player maintaining the more simplistic OOS form of interaction with his ships, with an enhanced range of options.. - A very different game to TC I guess and I think at least part of the reason for the desire for multiplayer is so the more aggressive amongst us (As mentioned by brekehan) wanting to go toe to toe against another player to prove once and for all my Shrike is better than your Thresher -
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mrbadger
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Post by mrbadger »

Gavrushka wrote:I wonder if the commercial wherewithall is there to ever create a genuine multiplayer interactive experience is there.
It always has been, the issue has been financing the effort. It would cost many, many millions.
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brekehan
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Post by brekehan »

I think we players should just make out own open source engine and stop hoping for decades that we'll see the features we want.

I've been working on my own for 6 and sure could use some help, I've got some networking code that would fit nicely too. Problem is I haven't met a single person that has the desire _and_ the expertise as well. It's not a simple task or one that a few lessone on gamedev.net are going to get you through. It is a gargantuan amount of research and development.
To understand recursion you must first understand recursion.

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