Mulitplayer
Moderator: Moderators for English X Forum
Mulitplayer
Will X rebirth support multiplayer gameplay too ?
We don't know if multiplayer will be possible through modding. We have to wait until the game comes out, editing tools are released, and users actually try to create a multiplayer mod.
But there will be no multiplayer functionality inherent to the game at release.
But there will be no multiplayer functionality inherent to the game at release.
Admitting you have a problem is the first step in figuring out how to make it worse.
Secondem3e3 wrote:Congrats on starting the first of many 'i wants my multiplayer' threads in this brand-spankin'-new forum. The seal is now broken.
The first
Tim
Struggling to find something from the forums - Google it!!!
- Bill Bones
- Posts: 336
- Joined: Mon, 9. Oct 06, 22:09
Actually I was thinking it kind of seems like a lot of the main reasons for no MP have been addressed. No more SETA being the biggest one. Te game was built in a way that makes it more work then possible? They claim they are rebuilding the game from scratch.
I get that we probably won't be seeing MP in the x-universe until they can make it into some cheap items mall mmo and make billions off of it. But it does seem like the old reasons aren't too valid anymore.
I get that we probably won't be seeing MP in the x-universe until they can make it into some cheap items mall mmo and make billions off of it. But it does seem like the old reasons aren't too valid anymore.
while it's true we don't, modding is being done by some kind of custom scripting system. The chances of a scripting system custom-written for a single-player game having a network API is rather slimKloHunt3r wrote:We don't know if multiplayer will be possible through modding.
maybe there'll be an SDK / C API as well as the expected modding system, but I very much doubt it
Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x]
They tackled the fundamental barrier on XRB seems... Which was SETA but...We don't know if multiplayer will be possible through modding. We have to wait until the game comes out, editing tools are released, and users actually try to create a multiplayer mod.
...The road for an X multiplayer is still too long...
- You need a protocol able to clone universe data to all players connected. Remember how some X's choked when enough entities (ships, stations, etc) saturated a sector?... Well... That's with information flowing in the same BOX... Now imagine sending that same information over the Net to EACH user not playing on the server computer. Not even commercial MMOs are able to deal with a minuscule fraction of what happened on the average X's Universe after enough Sectors were "active".
- What about moding? They will need somekind of integrity check to be sure everyone is playing the same versions of everything.
@ragamer: I don't envision something that thick, look at Minecraft - the host can have a huge world file, gigabytes in size (potentially even terrabytes IIRC). You aren't going to stream all of that to a new player just joining your server, you stream "chunks" based on the player location! When they update a chunk, like taking a block out, it tells the server its done that, and its updated locally.
You'd keep track of where players are, and Stream the necessary data to them for them to do what they're doing; be it fighting, trading, scanning, mining (and allowing for nearby possibilities). The server may keep track of thousands of ships, but it doesn't need to tell someone in another area that they're there unless specifically asked for that information.
On scripting multiplayer in, unlikely - I know there have been attempts to make strictly singleplayer games contain a multiplayer component, Just Cause 2 for example. Usually a great deal of hacking entails and I haven't seen many actually come to fruition. I know Torchlight 1 has a few attempts, but I see little point when Torchlight II is around the corner.
Minor edit: yes, you do have a point about sector choking - but we have no idea if sectors really exist as they did - sounds much more open than before. Dedicated servers more than likely necessary to make a proper job of it.
You'd keep track of where players are, and Stream the necessary data to them for them to do what they're doing; be it fighting, trading, scanning, mining (and allowing for nearby possibilities). The server may keep track of thousands of ships, but it doesn't need to tell someone in another area that they're there unless specifically asked for that information.
On scripting multiplayer in, unlikely - I know there have been attempts to make strictly singleplayer games contain a multiplayer component, Just Cause 2 for example. Usually a great deal of hacking entails and I haven't seen many actually come to fruition. I know Torchlight 1 has a few attempts, but I see little point when Torchlight II is around the corner.
Minor edit: yes, you do have a point about sector choking - but we have no idea if sectors really exist as they did - sounds much more open than before. Dedicated servers more than likely necessary to make a proper job of it.
Anyone notice that the - much maligned - fact that one can __fly__ only 1 ship, makes XRB a step closer to MP?
To tell you the truth, I don't want an X-MMO, but a co-op MP universe would be something that most people want to see happening. XR is still a long way from being MP-capable, but the first 2 steps have been made (no SETA and single player ship).
To tell you the truth, I don't want an X-MMO, but a co-op MP universe would be something that most people want to see happening. XR is still a long way from being MP-capable, but the first 2 steps have been made (no SETA and single player ship).
Multiplayer Protocols are not driven by what each player can access at different points...@ragamer: I don't envision something that thick, look at Minecraft - the host can have a huge world file, gigabytes in size (potentially even terrabytes IIRC). You aren't going to stream all of that to a new player just joining your server, you stream "chunks" based on the player location! When they update a chunk, like taking a block out, it tells the server its done that, and its updated locally.
...They are driven why what each player can interact with at a given time...
...The problem with X's is that each player can literaly interact with the whole universe that includes thousands of potential entities. Not just entities in sector, but OOS through remote commands... That's the real issue...
...If you have the time do the effort of picturing in your mind the MMOs you know and in all of them, at a given time, players can interact with a reduced set of entities, with luck a milifraction of what the average X's player is exposed to.
That's the main issue as "interaction" also includes "perception" of the entities so each client can present to each player the same image of the universe.
There wouldn't be too much issues doing dogfights in multiplayer with the X's engine... But the integral X's experience? You first need to cut it in small chunks the players can interact with.
-
- Posts: 4350
- Joined: Wed, 10. Mar 04, 05:11
Not at all... Simulations are mostly visualization work, which is simply client based.Actually, the main choke point that prevent MP in X, at least on large scale is because it's simulated combat.
The network data you need is extremely simple, namely coordinates of perceived ships and proyectiles...
...Your client will generate locally the data needed then to "fill up the gap" to show you a smooth action.
But even here, you can easily perceive that EACH ENTITY requires this dataset sent regularly... So you can easily imagine there is a limit on the ammount of concurrent ships that can interact between each other triggered by how much (and fast) the server can handle the information to the players (and ofc receive their commands).
IMO the Real Monster would be the Remote Sector Map... With different players checking potentially different sectors at the same time, each with far more entities a single player can interact with even in sector.