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multiplayer ,is it possible ??????????


TheKiller39776

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Of course it's possible, but I doubt anyone will actually seriously respond to your post. And here's why. Fans of the TES series, and a good portion of F3, have a nasty little habbit of bad mouthing the possibility of giving a good Singleplayer game, Multiplayer capabilities. I'm under the assumption they think that their game(s) will somehow turn into a MMO or a fast paced online FPS. They forget though, that if someone completed a working mod like this, not only do they have the choice to "Not Download It", but it will only expand the gaming/modding community and bring Bethesda some more fans. /end rant

 

But back on subject, if you really would like to see a multiplayer mod, I suggest learning a scripting language, then learning GECK, and make one for us :D. In case anyone viewing this is curious, the previous attempts at making a Lan/IP Multiplayer mode was fairly simple. It worked by using the OBSE to monitor and control a "dummy NPC" placed into the game, which was remotely controlled by a player on one of the clients. An external program was written to broadcast all the player's coordinates to each other's OBSE so the in-game NPC's could mimic the players. The problem they ran into though, was monitoring and synchronizing NPC's and monsters in the game world to each client, along with keeping the player's dummy NPC updated with gear, weaponry, and broadcasting attacks.

 

So basically, it would only take one person to set up the client/server system and interface it with the Fallout 3 Script Extender (I don't know if it's out yet), but it would probably take a large team of people to put in the effort to clear out all the random spawns in the game, and replace them with static spawns that only spawn when a certain variable is called with the script extender (on a 3 day in-game timer most likely), that way all the creatures and NPC's will be seen by everyone. Then, every NPC in the game would have to be monitered in a timely basis of their whereabouts, movements, and battle situations. THEN, this team would have to put in new variables on everything to broadcast what weapons/armor/items they have equipped. Random items on the ground would benefit from being synchronized too. To reduce lag and help synchronization, if a main server was implemented so all the clients were viewing what the server see's, each client could attempt to compute the same thing, and in the event something comes out different, the next synchronization would pop the NPCs/items/whatever back into the correct position. I played a mod very similar to this that accomplished it just fine on a different game, GTA VC, and I still have a mod for Oblivion that "almost" accomplished it. It's very possible, but I'm sure it would take some dedicated modders that aren't afraid of the multiplayer haters. /end book

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While I don't see fallout 3 as the type of game which would work well in an mmo setting, my friends and I have laughed and looked across our computers at each others moniters sooooo many times during firefights or funny situations and always said to each other:

 

"Wouldn't it be hilarious/awesome if I could be there right now!"

 

We thought the same thing in fallout 1 and 2, and it's happening again in 3... I've always wanted to back up my buddies in a barfight with plasma rifles, or shoot up a city/town with miniguns.

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Keep in mind there were 2 working multiplayer mods for Oblivion, possibly more that didn't work or kept under the radar. Both were never finished due to a lot of random reasons, none of them being the modders claiming it wasn't possible. The first one wasn't finished because the main modder decided to bail out, something along the lines of no time to work on it, etc. He was interested in the idea, but he couldn't dedicate the time to working out the bugs and completing it.

 

There's no reason to wait for something from Oblivion, especially considering this is Fallout, not Oblivion :). I predict a much larger fanbase and modding community for Fallout 3. I'm sure someone will attempt a multiplayer mod and succeed if they actually put the effort into it and gather a couple people to work on it instead of flying solo. Fallout 3 is just a better game IMHO and probably would feel more worthwhile putting the time into.

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The real question is not if it's possible, but if there exists any group skilled, organized and large enough to pull it off. Unless the code from the Oblivion multiplayer project is somehow available to the public and someone can make sense of the code and reuse it, then the entire server/client layer has to be built from scratch which will take a rediculous amount of time. It's just not really feasible to expect it happening anytime soon, at least not while the modding tools are still in their infancy and the modding community just getting started proper.
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I believe one of the previous oblivion mods had a launcher that checked what mods you had checked to load up before loading the game. And for mods that don't use an esp/esm, they're usually cosmetic and wouldn't effect multiplayer.

 

Also to the other guy, the code from one of the obivion multiplayer clients had the source for download I believe.

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