Hurray! Another multiplayer clone project. :)

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Srul
Posts: 209
Joined: Wed Feb 17, 2016 7:32 pm

Re: Hurray! Another multiplayer clone project. :)

Post by Srul »

Guys, let's stop missing posts! We missed post 911.
As always, we'll claim next post instead.

kcd.Spektor : Post 912 :lol:
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Srul wrote:Guys, let's stop missing posts! We missed post 911.
As always, we'll claim next post instead.

kcd.Spektor : Post 912 :lol:
Don't miss post 914 :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Latest update:

Version a0.4.1 is out :)

Change log:
1. Removed 1 button sound
2. fixed credits screen
3. Reactors are now a bit harder to break and a bit easier to fix
4. FIxed a bug when you could see getting or spending scrap from all players(needs testing)
5. Fiexd Trader ship with no entrance(needs testing)
6. Fixed respawning bugs - it should now work
7. Intoducing chat modes: there are 3 - Global, Local, Private
In chat type /Global to set global mode. In it you send messages to everyone on the server.
In chat type /Local to set local mode. In it you send messages to everyone in the same sector.
In chat type /Private <Player name> to set private mode. In it you send messages only to the person you have specified.
Old command - /To <Player name> <Message> - also works
8. Chat command /Online now shows names
9. Debris got a new extra image
10. Added more info messages when arriving to sectors.
11. Added Pirate Boss events. But to have a chance to find them you need to have a ship of at least level 8 (use command /shiplevel to check you ship level)
12. Fixed a bug when you sell a system to the trader and don't receive scrap.(needs testing)

P.S.
I'm posting this while the files are being uploaded.
I will edit this post when they are uploaded.

jrb - a server wipe will be needed.

Edit:Upload finished.
Last edited by kcd.Spektor on Tue May 10, 2016 7:03 am, edited 4 times in total.
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Srul
Posts: 209
Joined: Wed Feb 17, 2016 7:32 pm

Re: Hurray! Another multiplayer clone project. :)

Post by Srul »

kcd.Spektor wrote: 7. Intoducing chat modes: there are 3 - Global, Local, Private
In chat type /Global to set global mode. In it you send messages to everyone on the server.
In chat type /Local to set local mode. In it you send messages to everyone in the same sector.
In chat type /Local <Player name> to set private mode. In it you send messages only to the person you have specified.
Old command - /To <Player name> <Message> - also works
Now we only need group chat for infinite amounts of players!
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Hope jrb will update the server soon :)
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

If anyone want's to help me with making new events for the game - don't be shy, just say I. :)
For those who are willing - I will explain the possibilities of the Tachyon event system in detail.
If there is need I can add more features to the event system.
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

kcd.Spektor wrote:If anyone want's to help me with making new events for the game - don't be shy, just say I. :)
For those who are willing - I will explain the possibilities of the Tachyon event system in detail.
If there is need I can add more features to the event system.
I would love to help with that, but I am not that good with code.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

The_Bear wrote: I would love to help with that, but I am not that good with code.
You don't need to code - you just need to come up with stories/quests/events and set them up.

Here's an example you have already encountered:
When a ship arrives to a sector - he receives a message:
Looks like you have run into a trap, set up by pirates.
And a pirate ship of the same level as the entering ship is added to the sector.


Then I can show you how to turn them into an Event file.
And BOOM it's in the game ;)
The_Bear
Posts: 225
Joined: Mon Jan 04, 2016 5:57 pm

Re: Hurray! Another multiplayer clone project. :)

Post by The_Bear »

kcd.Spektor wrote: You don't need to code - you just need to come up with stories/quests/events and set them up.
OK, I can do that.
EmpressLexi
Posts: 51
Joined: Sun Mar 13, 2016 3:09 am

Re: Hurray! Another multiplayer clone project. :)

Post by EmpressLexi »

I'd absolutely love to make events for the game!!~
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