There is a thread with some pictures in the forum of some cs maps that I managed to have running in bloodlines
Ah, I must have forgotten about this.
I am just curious if he managed to open the code for this or if it is just based on the config file?
I don't really know but I suspect he is just using tricks like most of us !
I'd be thinking tricks, too. I'm suspecting, It will end up like the other attempts but I ain't knocking it one bit. Where would this game be without people willing to have a go.
I might have something of interest. Somebody contacted me on Reddit who is actively try to restore the cut multplayer part of the game aka "Counter-Bite"! I hope he turns up here sooner or later as I pointed him to to this site and the Discord channel...
Hi, it's me! Sorry for the delay, life is busy.
I'm not used to forums so please forgive me if the formatting is funky.
Progress on the multiplayer - PvP damage is almost working, hopefully just a bit more time and I can show off the whole system as a functional whole. I'm primarily working on a more basic "Deathmatch" mode first however "Counter-Bite" is absolutely the main long-term objective.
I'm open to any questions or suggestions! And thanks again Wesp!
I might have something of interest. Somebody contacted me on Reddit who is actively try to restore the cut multplayer part of the game aka "Counter-Bite"! I hope he turns up here sooner or later as I pointed him to to this site and the Discord channel...
Hi, it's me! Sorry for the delay, life is busy.
I'm not used to forums so please forgive me if the formatting is funky.
Progress on the multiplayer - PvP damage is almost working, hopefully just a bit more time and I can show off the whole system as a functional whole. I'm primarily working on a more basic "Deathmatch" mode first however "Counter-Bite" is absolutely the main long-term objective.
I'm open to any questions or suggestions! And thanks again Wesp!
Welcome and thank you for joining the forums nevertheless despite being unfamiliar with them.
If you intend to keep the community regularly updated with regards to your multiplayer restoration project, I might recommend creating a dedicated thread within this board, briefly detailing the general idea and overall plan for the project alongside the posting of previews or further announcements whenever desired.
The thread will also be pinned in this channel similar to the threads for other VTMB mods.
I don't really know but I suspect he is just using tricks like most of us !
I'd be thinking tricks, too. I'm suspecting, It will end up like the other attempts but I ain't knocking it one bit. Where would this game be without people willing to have a go.
Hopefully, They make a thread on the forum.
It is indeed trickery - once you guys see the code, you'll laugh! Hey, it works though. I would have loved to have fixed the underlying engine problems however it seems impossible without the source code or a full decomp... so patchwork solutions will have to do.
You mentioned "other attempts" - just out of curiosity, how far did those attempts get? That's making me feel uneasy, lol. I've not put together a full group of 10 players to stress-test it yet, I was waiting until PvP damage was implemented first because the PvP function might be too much data to handle over the server, I really have no idea.
I'd be delighted to make a thread, however let me finish the PvP damage and player management first...
I'd be thinking tricks, too. I'm suspecting, It will end up like the other attempts but I ain't knocking it one bit. Where would this game be without people willing to have a go.
Hopefully, They make a thread on the forum.
It is indeed trickery - once you guys see the code, you'll laugh! Hey, it works though. I would have loved to have fixed the underlying engine problems however it seems impossible without the source code or a full decomp... so patchwork solutions will have to do.
You mentioned "other attempts" - just out of curiosity, how far did those attempts get? That's making me feel uneasy, lol. I've not put together a full group of 10 players to stress-test it yet, I was waiting until PvP damage was implemented first because the PvP function might be too much data to handle over the server, I really have no idea.
I'd be delighted to make a thread, however let me finish the PvP damage and player management first...
I can't remember the in and outs. One attempt was a very long time ago on Forumplanet and I seem to remember another try. I might have a false memory there in some regard regarding some tries.
How far did they get? Well, You're trying to get it working, now
Maybe, Wesp5 remember the details a bit better than myself. It is pinned on this old community forum.
you may want to access other snapshots from other dates as hit or miss if links work etc. This should get thread started for you to see from this link.
It is indeed trickery - once you guys see the code, you'll laugh! Hey, it works though. I would have loved to have fixed the underlying engine problems however it seems impossible without the source code or a full decomp... so patchwork solutions will have to do.
You mentioned "other attempts" - just out of curiosity, how far did those attempts get? That's making me feel uneasy, lol. I've not put together a full group of 10 players to stress-test it yet, I was waiting until PvP damage was implemented first because the PvP function might be too much data to handle over the server, I really have no idea.
I'd be delighted to make a thread, however let me finish the PvP damage and player management first...
I can't remember the in and outs. One attempt was a very long time ago on Forumplanet and I seem to remember another try. I might have a false memory there in some regard regarding some tries.
How far did they get? Well, You're trying to get it working, now
Maybe, Wesp5 remember the details a bit better than myself. It is pinned on this old community forum.
you may want to access other snapshots from other dates as hit or miss if links work etc. This should get thread started for you to see from this link.
You will see on page 7 they had gave up but I think this is what you need to hear
Thanks for the info (and motivational video lol), that thread is from such a long time ago! Seems like you've been around for a while Moocha, I applaud your dedication.
They seem to have also fixed (or rather, worked around) the physics crash, although they used the ledge method. Doing it that way still caused a crash sometimes from my testing, not terribly reliable. Thankfully gravity overflowing is a cleaner fix altogether, no need to bother with unreliable slopes and boxes. Still a shame that you can jump but it is what it is - again, no source code or decomp, so we're stuck with compromises. At least the host can play now.
Update on the PvP damage for anyone who cares - it works for up to three players on LAN. It is still buggy, some hits don't register (likely desync-related, or perhaps the function is firing off too fast), and I'm afraid melee weapons/targeted disciplines aren't working for now (Non-target disciplines like Bloodbuff, Auspex, Celerity, etc are still functional, however).
I'm going to try and tidy this up a bit more, test the connection with a friend from another country, record our gameplay to show everyone, then I'll make a dedicated thread so I'm not filling up this topic.
I can't remember the in and outs. One attempt was a very long time ago on Forumplanet and I seem to remember another try. I might have a false memory there in some regard regarding some tries.
How far did they get? Well, You're trying to get it working, now
Maybe, Wesp5 remember the details a bit better than myself. It is pinned on this old community forum.
you may want to access other snapshots from other dates as hit or miss if links work etc. This should get thread started for you to see from this link.
You will see on page 7 they had gave up but I think this is what you need to hear
Thanks for the info (and motivational video lol), that thread is from such a long time ago! Seems like you've been around for a while Moocha, I applaud your dedication.
They seem to have also fixed (or rather, worked around) the physics crash, although they used the ledge method. Doing it that way still caused a crash sometimes from my testing, not terribly reliable. Thankfully gravity overflowing is a cleaner fix altogether, no need to bother with unreliable slopes and boxes. Still a shame that you can jump but it is what it is - again, no source code or decomp, so we're stuck with compromises. At least the host can play now.
Update on the PvP damage for anyone who cares - it works for up to three players on LAN. It is still buggy, some hits don't register (likely desync-related, or perhaps the function is firing off too fast), and I'm afraid melee weapons/targeted disciplines aren't working for now (Non-target disciplines like Bloodbuff, Auspex, Celerity, etc are still functional, however).
I'm going to try and tidy this up a bit more, test the connection with a friend from another country, record our gameplay to show everyone, then I'll make a dedicated thread so I'm not filling up this topic.
Thanks again guys!
We are interested and feel free to fill up this topic. but...
I do think a thread or topic dedicated to your mod is more valuable and would have more of a direct impact on the mod. It will allow other to contribute that has an interest in MP.
Social Media