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Multiplayer

Posted: Sat Apr 19, 2008 1:09 am
by dylanwinn
A really simple question for anyone who has dug into the RF source code before:

Exactly what parts of the Multiplayer support actually work?

For my concept, all I need is host a server, log on to a server, see other players, kill other players, and LevelChange Entity support. Scoring is not needed, but I may script it in...

Re: Multiplayer

Posted: Tue May 20, 2008 8:08 pm
by Matte
I think the current maximum of players is 2, and projectiles don't work yet. But I'm not sure. When I get more in to programming, I'll take a look at the source and try to modify it if possible.

Re: Multiplayer

Posted: Wed Jun 04, 2008 1:38 am
by dylanwinn
Sorry for the zombie topic, but I just thought of something:

Do projectiles work on AI in multiplayer mode? (I think that they do, but I can't be sure)

IE: My Bullets won't effect other players, but they will kill AI.

This would be great for an online two-player co-op mode!

Re: Multiplayer

Posted: Wed Jun 04, 2008 4:31 am
by AndyCR
dylanwinn wrote:Do projectiles work on AI in multiplayer mode? (I think that they do, but I can't be sure)

IE: My Bullets won't effect other players, but they will kill AI.

This would be great for an online two-player co-op mode!
They will, on your screen. The monster will be unaffected on the other players screen, so it isn't suitable for a co-op game either.

Re: Multiplayer

Posted: Wed Jun 04, 2008 11:25 pm
by dylanwinn
Thanks, I couldn't tell that by firing up a multiplayer game with only me in it...

Re: Multiplayer

Posted: Wed Jul 30, 2008 12:43 am
by Kiji8989
WAIT....you CAN do multiplayer functions on here?

Re: Multiplayer

Posted: Wed Jul 30, 2008 3:02 am
by ardentcrest
Not Yet.