Conversations Online

Moderator: GZDoom Developers

dennisj1
Posts: 399
Joined: Sun Jan 11, 2004 1:46 pm
Location: Superior, WI

Re: Conversations Online

Post by dennisj1 »

So, Co-op Strife is now playable?
Karate Chris
Posts: 307
Joined: Wed Aug 23, 2006 7:58 am

Re: Conversations Online

Post by Karate Chris »

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.
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Conversations Online

Post by Nash »

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?
Karate Chris
Posts: 307
Joined: Wed Aug 23, 2006 7:58 am

Re: Conversations Online

Post by Karate Chris »

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?
Yes, that's correct. Although this only happens in multiplayer.
Nash wrote:2) What would happen if two players talk to the same NPC at the same time?
They can't. I added some code to prevent such a thing.
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Conversations Online

Post by Nash »

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
Karate Chris
Posts: 307
Joined: Wed Aug 23, 2006 7:58 am

Re: Conversations Online

Post by Karate Chris »

Okay, I have it here. It's called, 'UnfreezeSinglePlayerConversations'.
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Conversations Online

Post by Nash »

Karate Chris... you're a legend in progress. ;) Thanks!
User avatar
MG_Man
Posts: 1401
Joined: Sat Jul 28, 2007 1:24 pm
Contact:

Re: Conversations Online

Post by MG_Man »

I wonder, what if one of the talkers were to be attacked? Does it set the +NOPAIN flag to them or something?
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Conversations Online

Post by Nash »

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...
User avatar
MG_Man
Posts: 1401
Joined: Sat Jul 28, 2007 1:24 pm
Contact:

Re: Conversations Online

Post by MG_Man »

Yeah, but what if a guy with a key dies before he can give it to you?
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Conversations Online

Post by Nash »

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.
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Conversations Online

Post by Nash »

Sorry for the nagging but... not commited yet? :( I'm really looking forward to playing around with this... =)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Conversations Online

Post by Graf Zahl »

In case you haven't noticed: I haven't worked on ZDoom the last few days.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Conversations Online

Post by Xaser »

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. :P
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Conversations Online

Post by Graf Zahl »

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.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”