Multiplayer... *muhahha*
#11
Posted 29 December 2004 - 03:32 AM
Or I wasn't the only one who read MB's links, right?
Apperently so, I suggest you read them, particualrly the first one. Goes into how that it would be possible on the engine, but Bethesda has changed the code to make it impossible. You would have to change the code. Assuming you changed the code, you would be in hot water. Thank you very much, but you can place by yourselves. I can name one Cheesemonger who will not touch this mod with a ten foot pole, possible or not. Legality , or lack thereof, is a nice way to get in prison.
"What ya in for?"
"Downloading an Illegal Mod/ Creating an Illegal game."
Take your pick, both make you look like an idiot.
#12
Posted 29 December 2004 - 03:37 AM
#13
Posted 29 December 2004 - 04:38 AM
You all do realize that this mod is either impossible, or Illegal, right?
Or I wasn't the only one who read MB's links, right?
Apperently so, I suggest you read them, particualrly the first one. Goes into how that it would be possible on the engine, but Bethesda has changed the code to make it impossible. You would have to change the code. Assuming you changed the code, you would be in hot water. Thank you very much, but you can place by yourselves. I can name one Cheesemonger who will not touch this mod with a ten foot pole, possible or not. Legality , or lack thereof, is a nice way to get in prison.
"What ya in for?"
"Downloading an Illegal Mod/ Creating an Illegal game."
Take your pick, both make you look like an idiot.
This project does not reverse-engineer Morrowind, it is a combination of utilities similar in function to the FPS Optimizer and Morrowind Enhanced. Multiplayer was not the goal of the chief utility being used, Morrowind ScriptExtender(link down until Euro-RPG returns...)
The ScriptExtender does many things to make the life of a Scripter more bearable. A new String datatype is made available, you can now iterate through items in a container and perform tasks with each one, you can even force an NPC/Creature to attack targets chosen in real-time(instead of hard-coding a combat situation.) There are countless benefits to using the ScriptExtender, but the only drawback is that you will need Tribunal/Bloodmoon or GoTY for it to work.
Basic Multiplayer is only a base template for an overarching Networked Script Model, which will permit any Scripter to write plugins that share data with other players. Every action and event must be scripted, that is why it has been such a challenge to synchronize game worlds. I won't be able to cover every possible mode of player interaction, so I have focussed on the development of this Networked Scripting model to enable others to "fill in the blanks". My ideas may not represent what the community wants out of a Multiplayer Morrowind experience, this is your chance to make it how you like.
The files are updated here as of [12/28/2004]:
www.ravensky.org/shanjaq/betatest
You may notice a change in the interface, please follow the new Readme.txt for updated instructions.
If you want to write your own multiplayer plugins, please refer to Readme_NSM.txt. It's a bit of a roughdraft, but it's a start!
#14
Posted 29 December 2004 - 05:02 AM
As for Bethseda warning us, I assume it is common knowledge not ot go out nad change games around. Sort of like them telling us not to make copies of it, though they do tell us that. Just becuase they do not tell us stuff, doesn't mean it is not bad. As I recall, The MEmod was never thought to be illegal until they were told 2- 3 years later that it was.
Ill just shut up now, confusing myself, and others. Though I think I have a valid point in the second paragraph.
#15
Posted 29 December 2004 - 04:58 PM
#16
Posted 29 December 2004 - 05:09 PM
I'm very interested in the possibilites of MW Online, as I said earlier. I have always thought that LAN play [not online] would be amazing, simply due to the fact that communication would be much easier, you know the person right next to you [usually, if at home], etc....
Shanjaq may very well change my mind and opinions about MW possibly being online, but, as Dark0ne has said:It'll be a great milestone when Morrowind is ACTUALLY online. Deathmatch isn't Morrowind...NPCs, Quests and Character Development most noteably are what make Morrowind what it is. Get THAT into an online version and it'll be a milestone.
#17
Posted 29 December 2004 - 05:29 PM
That said, this topic has been discussed before and the same arguments will no doubt be made. The author of this mod HAS done a good job, despite the cynical nature of many since the mod doesn't live up to their expectations of online Morrowind. As far as I know it was not the author's intention to make Morrowind online to the extent some of us envisioned -- which is why this negative rise has occured.
#18
Posted 29 December 2004 - 05:31 PM
Hmm, actually he it is the only way.
I dont think he is doing anything illegal. He never did reverse-engeniering, or hacking a file.
Lets get back to the example GTA:
I played the first version, it was only possible to the other ones car... it was very buggy and unstable. Maybe Morrowind-Muli will get better, like GTA's Multi.
I dont believe it, but Im hoping
#19
Posted 31 December 2004 - 12:41 AM
I've been hard at work on the Networked Scripting Model, and here's a demo I've whipped together this evening: The Barter Barrel.
This enables you to trade items with a friend in real-time.
The scripts are quite simple and I encourage all you scripters out there to have a closer look, because now you too can write multiplayer plugins! See the readme for details on how it's done.
Here you go:
http://www.ravensky....hanjaq/betatest
I would love to hear from anyone who wants to start their own multiplayer add-on, and will try to help in any way that I can.
Enjoy!
#20
Posted 02 January 2005 - 12:22 AM



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