Conversations Online
Moderator: GZDoom Developers
Re: Conversations Online
So, Co-op Strife is now playable?
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- Posts: 307
- Joined: Wed Aug 23, 2006 7:58 am
Re: Conversations Online
Sorry, no. The Strife maps aren't cooperative compatible. If someone were to modify the maps, then yes, Strife cooperative would be possible. I assume the only reason no one did that before is because the conversations desynced.
Re: Conversations Online
1) So what happens now is that when I talk to an NPC, the game keeps on moving in the background as usual?
2) What would happen if two players talk to the same NPC at the same time?
2) What would happen if two players talk to the same NPC at the same time?
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- Posts: 307
- Joined: Wed Aug 23, 2006 7:58 am
Re: Conversations Online
Yes, that's correct. Although this only happens in multiplayer.Nash wrote:1) So what happens now is that when I talk to an NPC, the game keeps on moving in the background as usual?
They can't. I added some code to prevent such a thing.Nash wrote:2) What would happen if two players talk to the same NPC at the same time?
Re: Conversations Online
Very nice! I have a suggestion regarding (1)... would it be possible to add a MAPINFO flag that allows the same behaviour in single player? I'm just asking... it's okay if it isn't possible or is too difficult or anything - you've already done so much and that's just awesome... :D
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- Posts: 307
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Re: Conversations Online
Okay, I have it here. It's called, 'UnfreezeSinglePlayerConversations'.
Re: Conversations Online
Karate Chris... you're a legend in progress. ;) Thanks!
Re: Conversations Online
I wonder, what if one of the talkers were to be attacked? Does it set the +NOPAIN flag to them or something?
Re: Conversations Online
What I *think* should happen is that the dialogue should just terminate and you'd be thrown back into the action. You'd still be able to talk to it again, but you won't be able to talk in peace until you get rid of the thing that's attacking you... that's what I'd do if I were a game engine coder anyway...
Re: Conversations Online
Yeah, but what if a guy with a key dies before he can give it to you?
Re: Conversations Online
That's up to you as a mod designer how would such a situation would be handled. You can setup the NPC as a very important person and you'd have to make sure he stays alive at all costs otherwise you'd never be able to progress (in other words, game over). Or you can set it up so that he simply drops the key when dies thus giving the player alternative ways to retrieve the key. And I could go on and on... as I've said, it's up to you and your design decisions.
Re: Conversations Online
Sorry for the nagging but... not commited yet? :( I'm really looking forward to playing around with this... =)
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Conversations Online
In case you haven't noticed: I haven't worked on ZDoom the last few days.
Re: Conversations Online
Out of curiosity, exactly what changes would Strife need to support co-op anyhow? Will it require a complete overhaul of the QuestItem system, or...?
I'm sure hub movement can't be any more painful than Hexen, but that can't be the problem... hmm.
I so want to trash the Programmer's fortress with a buddy now.
I'm sure hub movement can't be any more painful than Hexen, but that can't be the problem... hmm.
I so want to trash the Programmer's fortress with a buddy now.

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49234
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Conversations Online
Some maps lack spawn spots and the 'game scripting' is far too primitive. Lacking any sophisticated means to express game behavior it reverted to very primitive and very limited linedef actions - and it was all done with the assumption that there's only one player. So if played coop things like doors not opening, conversations not working etc. will happen.