The Laws of Hexen and Strife Multiplayer

General discussion of the port and Doom-related chat.
Theshooter7
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RE: The Laws of Hexen and Strife Multiplayer

#21

Post by Theshooter7 » Thu Jun 14, 2012 1:25 pm

I wonder if the dialogs simply desync/reset because of items? It seems odd they'd reset to their first state, unless SkullTag/Zandronum isn't keeping track of this information on the server end during a hub transition.

For everything else, however: There are some easy, moddable ways around some of the big issues:
1. Make key characters invulnerable until necessary (For instance, Rowan would be invincible, Macil would be invincible until the particular quest where he shouldn't be comes, etc.)
2. Remove the chalice item from the game entirely, preventing some dolt from breaking the entire questline.
3. Use ACS to make sure everyone has all the proper quest items and Sigil parts when they appear in the story.

Some things, like #1, kind of break Strife's immersion a bit but if you are playing co-op well...I guess you don't really need all the full-blown immersion anyway. :P
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Dark-Assassin
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RE: The Laws of Hexen and Strife Multiplayer

#22

Post by Dark-Assassin » Thu Jun 14, 2012 1:38 pm

4. Disallow weapons in maps such as town and friendly places unless they are necessary. Kind of like how Stronghold disallows weapons in the hubs.
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Monsoon
 
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RE: The Laws of Hexen and Strife Multiplayer

#23

Post by Monsoon » Thu Jul 12, 2012 5:25 am

from what i understand shared resources could do the coop though im pretty damn sure there would have to be some form of modification done to Shared Resources' ACS scripts
Last edited by Monsoon on Thu Jul 12, 2012 5:26 am, edited 1 time in total.

Ijon Tichy
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RE: The Laws of Hexen and Strife Multiplayer

#24

Post by Ijon Tichy » Fri Jul 13, 2012 3:23 am

holy megabump batman

also, just so you know, the amount of shared resources that could be applied to this is very low - the ammo syncing is a tiny part of the code, with the health/armor pools being a good 70% of it

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