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FPSC Classic Product Chat / FPSC Multiplayer COOP

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Kraken Zero
17
Years of Service
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Joined: 28th Jul 2007
Location:
Posted: 28th Jul 2007 23:12
Ok from what Ive heard and experimented with I know that FPSC can build arena deathmatch games but can it make a multiplayer cooperative game? I was wandering if this could be designed from inbuilt features such as spawning the players and the a.i. controlled enemies at the same time while running the triggers and events to build a story. I only have the demo version of fpsc currently but I am getting the full version soon so I may not be aware of all the features in the retail version of the program.
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 28th Jul 2007 23:54
Nope, not possible.



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GRAMPS
17
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Joined: 24th Jul 2007
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Posted: 30th Jul 2007 00:17
sorry can't help my time expired on FPS Creator demo version I might get it. but that what Silent Thunder said about it isn't going to stop me from getting it, will it stop you?

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Kraken Zero
17
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Joined: 28th Jul 2007
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Posted: 30th Jul 2007 02:42
Well I don't know cause that's the kind of games I was aiming to create buty i was wondering if it was still possible to make coop games by using darkbasic pro to edit the source code and make a special version with coop. I assume it wouldn't be to difficult to add coop support just use the deathmatch settings for network but enable scripting and entities I'm just wondering why it wasn't included in the released version of FPSC when it would add a whole new dimension of gameplay, possibly because of lag issues I assume.
Storm 6000
20
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Joined: 10th Oct 2004
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Posted: 30th Jul 2007 13:49
sorry to break the news but unless your a Darkbasic Pro, Pro you might want to get a head start on some simple programming before you try diving into a 30000+ line program you didn't write, I have seen the source code and closed it minutes after lol. Even death match is buggy as hell attempting what you are saying would be a nightmare as you would probably have to fix death match first

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Adam
Airslide
20
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 30th Jul 2007 17:35
I looked through the multiplayer code and I have trouble following it, even though I've created very complex things in DBP. I can't imagine even Lee working with it, I sure hope he has multiple source files rather than one - and I'd wish he'd release them that way.

Anyways, entities, trigger zones ect. would have to be managed by the host and sent to all players, so it isn't that easy.


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Stoopid
18
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Joined: 8th Jul 2006
Location: Outside your window with a laptop.
Posted: 30th Jul 2007 20:52
The closest you can do, is make the players all look alike on one team, and the same on the other. Hopefully they wont kill their own team.

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Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 31st Jul 2007 00:16
Quote: "Hopefully they wont kill their own team"

Especially since they still get points for that.



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GRAMPS
17
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Joined: 24th Jul 2007
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Posted: 3rd Aug 2007 23:18
Hello, I have two computers one is windows 2000 and the other is XP would single and multi player work fine one time I saw a forum that said in multi player it slowed down too much would it do the same here? well if you can could get back to me that would be great.

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Squelchy Tom
18
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Joined: 25th Aug 2006
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Posted: 4th Aug 2007 00:07
quite possible on fpscx10, they mentioned something about upgrading multiplayer after the software is out
Evil1
17
Years of Service
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Joined: 6th Aug 2007
Location:
Posted: 6th Aug 2007 12:26
Thats kind of a bummer to me. I was hoping to be able to make a level where players had to overcome puzzles and stuff to get to the goal. after realizing i had no idea what i was doing i gived up >_>.

I wish there was a little more creative power in making multiplayer maps. But oh well.

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