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Onlines disputes (Race, Match, Coop) ... is possible?
I know it would be a bit complex (Master Server, Port Forwarding Commands online 'ban ping nodes, kick, nick_name'), but I think it will be very good for the game and also for moders. ![]()
Preview:
Assuming I create the server
select character... surge!
to write in chat use the letter T
Now press Start
Suppose alexandre want to join my server.
select character...
alexandre selected Neon and joined in game.
Unfortunately alexandre was with lag ![]()
then press Y and enter the command.
Alexandre was kicked by server
View alexandre
Details:
Console Commands:
For servers:
kick (player nick) (reason)
ban (player nick) (reason)
csay (text) //Type a message to be displayed in the middle of the screen.
pause
server_name (you server name) //default is "My Server"
gametype (coop/race/match)
level (level id)
For all:
nick_name (you nick) //default is Player
character (character name)
say (you text)
new commands in levels
Example:
name "JUNGLE HILL"
author "MatheusRRR"
version "1.0"
requires 0.2.0
act 1
gametype "Coop" <======
theme "themes/jh.brk"
bgtheme "themes/jh.bg"
spawn_point 56 288
music "musics/jh.ogg"
grouptheme "themes/jh.grp"
startup ".default_startup""
players "Sonic"
levelid "1" <=====
charonline "Sonic" "Shadow" "Silver"<=====
waterlevel 602
readonlyif a player in console enter "character Surge" of which he is not present in charonline command, the player will not be able to select.
In quests folder, will be added 3 quests: Match, Coop, Race. Them will contain the sequence of levels.
in config folder, will be added the id of the mod.
example
id = 1 //Open Surge
id = 2 //mod1
id = n //modn
id "1"this command will be to differentiate the rooms on the master server.
if the mod is the same id from another mod, you will not have problem. As the player join in a server, the game checks if the level is equal to the server, characters, sprites...
I know I got carried away a bit, but I think it would be a good suggestion for the game. ![]()
Last edited by MatheusRRR (2014-01-05 17:22:42)
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an online multiplayer mode is possible, though it would take some time 'til we can tackle it. It's a complex endeavor.
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in my recent post i said using LAN play well now i see that it works i'll try some thing to...
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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in my recent post i said using LAN play well now i see that it works i'll try some thing to...
well i see that it works now. but could you give me that version so i can also test and help.
Last edited by aronthehedgehog (2014-01-17 20:02:02)
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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Maybe this would benefit us all to have available. The more people who can test this out, the better. ![]()
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imagine, any modder create your own online game? e.e
is good idea! ![]()
Last edited by MatheusRRR (2014-01-23 23:29:14)
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yeah it does sound like a great idea.
Not active much anymore.
The only things I do now is just let inspiration come to me when it's needed.
Also bad profile pic because I don't have anything else in mind.
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Then each online mode would be stored in a quest. We'd need to have a group "If_Online_Mode_xyz" objects to get rid of certain items / objects if in that mode.
* "Speed run" would for instance get rid of all enemies to give a clean path to the goal.
* "Survival" would get rid of all enemies, and replace them with enemy spawners
* "Collectorism" would replace all collectibles with a random spawner of each collectible type, then set the time to 3 minutes . The one who collects the largest amount of collectible wins while getting shot at by hidden weapons wins. Think of this mode as the SEGA Master Sysstem bonus levels from Sonic, with a bit of danger on board. ![]()
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could have in netplay: match, coop and race too? 
if I misinterpreted your quote, forgive me, because the google translator does not translate very well. ![]()
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