I know this is quite a longshot, but could any modders make a multiplayer demo of some sorts?
-Boran
I'm afraid I don't understand what you mean?
That is basically impossible. And by the time it woul be finished, the game would already be out.
Actually there is enough code to play/run an Mp game ... I looked into that myself and actually hexed the files to load up an MP game , make the MP function work on the main load screen BUT, alas no maps with spawn points /settings for MP so it will not happen. By the time a hex edit map can be modded to play MP , the game will indeed be on shelves.
In the meantime here is the full version MP map list as hexed from the game.
ASS = Assault
CTF =capture the flag
DM= deathmatch
CTF_Siege GoalScore=3?timelimit=10
CTF_Detention GoalScore=0?RoundTime=240?NumRounds=2?timelimit=0
DM_Hangar GoalScore=40?timelimit=10?NumRounds=0?RoundTime=0
CTF_HangingGarden.ctm GoalScore=0?RoundTime=240?NumRounds=2?timelimit=0
DM_ZeroG GoalScore=25?timelimit=10?NumRounds=0?RoundTime=0
CTF_Underpass GoalScore=3?timelimit=10
DM_POW GoalScore=35?timelimit=10
DM_Canyon GoalScore=25
CTF_Trando GoalScore=3?timelimit=10
DM_Engine GoalScore=35?timelimit=10
DM_Siege GoalScore=25?timelimit=10
DM_Detention GoalScore=35
CTF_Hangar GoalScore=0?RoundTime=240?NumRounds=2?timelimit=0
DM_HangingGarden.ctm GoalScore=35?RoundTime=0?NumRounds=0?timelimit=10
CTF_ZeroG GoalScore=5?timelimit=10
DM_Underpass GoalScore=25?timelimit=10
This is how the rotation will work for MP.
Hmmm, bummer. Just thought I'd ask.
-Boran
Originally posted by kingguru
Actually there is enough code to play/run an Mp game ... I looked into that myself and actually hexed the files to load up an MP game , make the MP function work on the main load screen BUT, alas no maps with spawn points /settings for MP so it will not happen. By the time a hex edit map can be modded to play MP , the game will indeed be on shelves.
In the meantime here is the full version MP map list as hexed from the game.
ASS = Assault
CTF =capture the flag
DM= deathmatch
CTF_Siege GoalScore=3?timelimit=10
CTF_Detention GoalScore=0?RoundTime=240?NumRounds=2?timelimit=0
DM_Hangar GoalScore=40?timelimit=10?NumRounds=0?RoundTime=0
CTF_HangingGarden.ctm GoalScore=0?RoundTime=240?NumRounds=2?timelimit=0
DM_ZeroG GoalScore=25?timelimit=10?NumRounds=0?RoundTime=0
CTF_Underpass GoalScore=3?timelimit=10
DM_POW GoalScore=35?timelimit=10
DM_Canyon GoalScore=25
CTF_Trando GoalScore=3?timelimit=10
DM_Engine GoalScore=35?timelimit=10
DM_Siege GoalScore=25?timelimit=10
DM_Detention GoalScore=35
CTF_Hangar GoalScore=0?RoundTime=240?NumRounds=2?timelimit=0
DM_HangingGarden.ctm GoalScore=35?RoundTime=0?NumRounds=0?timelimit=10
CTF_ZeroG GoalScore=5?timelimit=10
DM_Underpass GoalScore=25?timelimit=10
This is how the rotation will work for MP.
ASS? *chuckles* Okay, ahem, TEN HUT!
Anyway... I wonder if this means the Assault maps weren't done when the demo was made, hope not... they better not rush that game mode! Now that it's gold, they should be finished (hope they are...).
Maybe ASS options will just re-use the same maps,not sure but there is some interesting code in here for sure.
That would seem kinda crappy if that's how it worked.
In UT the Assault maps were completely different than all the other maps.
Too bad they won't have "Domination" (that was another fun mode in UT). Wonder if they'll have any mutators?
It just sounds like the game modes were pretty minimal all through the development, and then they delayed it, but it appears that meant they had time to slap on Assault. Better than nothing I guess.
But I hope it's not too rushed... I'm really hoping!