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Bargheimer

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Posts posted by Bargheimer

  1.  

    Seeing as how you've removed navmeshes, how will you approach fauna? The game will be much less impactful if there are only humanoids; the addition of birds, rabbits, deer, wolves and the like do much for a game's atmosphere.

     

     

    Deer, wolves, etc. will be represented as non-movable objects to mark resource nodes. If this harms atmosphere much then I may make them move on predefined trajectories. Flying animals like butterflies or birds don't need navmeshes.

  2.  

    Considering how you've managed to hook into the actual .esm files, and are allowing players to build the settlements themselves (which, I assume, is done by placing the houses, objects, doors and whatnot manually), how will you approach navmeshing?

     

    Will it be generated on the fly, will it have to be done outside of the game (through the CK or some such) or will the meshes have navmeshes "baked" into the more significant meshes (homes, stairs, floors, etc.)?

     

     

    I removed navmeshes completely. A bot ran all over the Skyrim to build waypoints, which will be used to detect cheaters. I have not implemented collision detection for player-placed objects yet, maybe I'll use bounding boxes.

  3.  

    See, this is where you provide details, to show that you're not some ol' malware distributor. Who are you, what have you worked on, what's your website, which company do you work for, etc.

     

    You'll also be wanting to display footage of your current progress, detail how you have hooked into the engine, how you have synced the players, where the server is located, etc.

     

    So far, we've just got a couple of posts and a few download links; that's, uh, sketchy, to say the least.

     

    On the off chance that this is legit, and you've got the evidence and whatnot to prove it, I'm willing to see how it plays.

     

     

    I can't provide additional details about myself. Working on another game project is a breach of contract and my employer won't pay attention that it's just a pet project that won't be commercialized.

     

    Details about hooking in the engine are here - https://www.reddit.com/r/skyrimmods/comments/3g89cx/aftermath_multiplayer_mod_is_looking_for_3000/ctvt9ca.

  4. While a mod such as this would be interesting, I have to be honest in that it simply wouldn't work. The very core of the game, it's engine, is not physically capable of what you're trying to achieve. You want a fully persistent world where up to 3,000 players can inhabit it at any given time, and it's this part that immediately makes it pretty much impossible. The game world isn't big enough to have 3,000 players running around it and them not causing problems for the engine. When I decided to test the engine's capabilities, I made a completely empty worldspace and filled it with 100 NPCs. With them all standing there doing nothing, the FPS drop was noticeable. As soon as they all moved, engaged in fights, etc., the FPS plummeted to the point where it was impossible to play. This was in a completely empty worldspace, imagine how it'll work in the middle of Solitude.

     

    There are so many more reasons this simply won't work. As cool as it would be to see it happen, from a technical standpoint it'd be practically impossible.

     

    The issue was likely caused by Skyrim VM processing hundreds instances of scripts attached to those NPCs. In Aftermath all (literally all) scripts are removed and actors are being moved by C++ code that directly changes their positions in the memory. Of course, 3000 players in the same location will cause a terrible lag, but 50-100 will move smoothly I think (your client doesn't need to know about all 3000 players). 26 NPCs in Hall of Valor don't drop FPS much, so I think that rendering doesn't consume a lot of resources. Also, Havok is not used for NPCs (physics is calculated by the server), this releases some extra resources.

  5. Suspicous Cloud 5.D detected on Norton and Virus Total.

     

    This issue has already been explained in post #8. As you may see in https://www.virustotal.com/ru/file/0fb5cfeb0e2f313bbf6f59b9b2750e0a75c831920f7f89dad8a203bc0b7e5adc/analysis/ the file is detected by Avast as Win32:Evo-gen [susp], but if you google around you will find out that it's a false positive. Check https://forum.avast.com/index.php?topic=120219.msg1025792#msg1025792, for example.

     

    Long story short, the file doesn't contain a trojan.

     

    PS: There are technical details that explain why antiviruses go mad - https://www.reddit.com/r/skyrimmods/comments/3g89cx/aftermath_multiplayer_mod_is_looking_for_3000/ctvt9ca.

  6. Well I have some curious questions. Who are you and why should anyone trust you. Your account has never participated in the nexus sites in any way before and your asking users to download an unknown executable from another site to connect to the internet. Is there any source code available or are you a known member of another TES5 community? What assurances can you offer?

    I'm a professional game developer but, of course, you shouldn't trust me. That's right I've never participated in the nexus sites. The source code won't be available to keep Aftermath exclusively in a single instance. An antivirus won't say if the executable files are safe, more likely its heuristic analysis will raise few red flags because I use different virus-like techniques (e.g. process injection, hooks setting) to make original TESV.exe do what I need. I can't offer any assurance but I can give advice - use virtual machine software to run the mod if your computer contains important data.

  7. What kind of stuff will there be to do in the final version? Without NPCs you don't have quests, or dungeons. Is it purely PvP?

     

    Yes, pure PvP but it doesn't mean that players could be freely attacked anywhere. Most of the conflicts will be player-driven. It's not that hard to ignite them if you give ability to trade in-game resources for real money. Also, there will be dungeons... guarded by real players.

  8. Political System

     

    Political system of Aftermath is one of the main sources of "quests". To become a member of a political group a player has to do something useful for it. Do you remember quests of the Thieves Guild? Like in the original Skyrim a player has to earn reputation, but this process doesn't end after joining. Every group has a hierarchy and a higher status gives more opportunities to influence outcome of events happening in the game world.

     

    There are 9 holds, their capitals and settlements outside of the city walls. Depending on where you live you may be a farmer who pays taxes and gets protection of the guards in return, you may be a shop owner who pays taxes and gets the right to sell goods, you may be a court wizard who serves the jarl and gets part of the taxes for that, you may even be the jarl who rules the hold. The political system of the hold consists of a lot of tightly linked components, for example, if you provide a bad service as a court wizard then the hold may lose some settlements in a battle, this will lead to lower amounts of taxes and will affect your income.

     

    There are such well-known factions as the Dark Brotherhood, the Companions, the College of Winterhold. Being a member of any of these factions grants some bonuses. They have unique sources of income, the Dark Brotherhood is allowed to kill players in protected areas, the Thieves Guild is allowed to steal items from containers, etc.

     

    You can form your own group if you have a place for the headquarter. It may be a dungeon or a cave. Details of such groups are not defined yet, I ask you for suggestions. Good suggestions will be implemented as a part of the game mechanics.

     

     

    To be continued...

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