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TANKS! multiplayer level - By Ollllollll0

 
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oldyz
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 PostPosted: Wed Aug 10, 2011 11:08 am    Post subject: TANKS! multiplayer level - By Ollllollll0 Reply with quote Back to top

Ollll0 here:

On saturday we down here discussed the recent development
(at least i think recent) that some form of simulant types can be added to Goldeneye's multiplayer -

IN reality they are just enemies, but this reminded us of Conker's Tanks level for multiplayer -

years ago i told Oldyz while playing conker that why the hell did Rare not include some form of squashing sounds and animations equivalent to GE's in conker (Streets level)-

Present day -
If i remember correctly the one thing PD may NEVER have is Tanks-

It would be Barrels of fun to have a nice
hyrule field-ish Wink(phillies037)Wink
level with 2 Tanks in it - Civilians & baddies run amok AND
players get points by killing them (double points for squashing them?)

Tanks of course shall be destructible & reespawn -

-biggest drawback is, the level will probably be just for 2 players -


Oldyz is on vancation - GE surprise is on the way...

My bad - moved to here -
 
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Wreck
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 PostPosted: Wed Aug 10, 2011 11:25 am    Post subject: Reply with quote Back to top

I'm not sure if Zoinkity has made any progress with tanks in multiplayer. As it is now, when one player enters a tank, the game forces all other players to "enter a tank". It's shared by everyone, even if they aren't anywhere near it. And that's exactly why no one has made any multi maps with tanks in them, unfortunately.
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phillies037
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 PostPosted: Wed Aug 10, 2011 1:13 pm    Post subject: Reply with quote Back to top

in the multiplayer levels i have created it has tanks as a weapon, but not actual tanks.

and yes i plan to work on hyrule field in the near future
 
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EternallyAries
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 PostPosted: Wed Aug 10, 2011 11:20 pm    Post subject: Reply with quote Back to top

Ah i made a map with tanks long ago in a level call newyork.

I try it out in muti but it fail so badly but it look so good in the newyork map so i put a fence so it blocks the tanks off for the players.
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oldyz
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 PostPosted: Mon Aug 15, 2011 2:03 pm    Post subject: Reply with quote Back to top

Olllollll0 here:

It seems that the nastiness that plagued Oldyz GS codes for iron sights in PD also affects the way the tank works in Goldeneye -

Good news if it is ever resolved , because it might help make the Iron sight codes work for mulitplayer too.

Ironically, i think the answer might be inspired by the wonderful work of the guy who made the multiplayer zelda hack -
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5419
Or the other guy who made a multiplayer Jet Force Gemini- in single player mode
( played a litte bit with Oldyz but the emu would crash a lot)

I'm 67% sure that he faced the same problem when making 4 links appear in the game - One link would ride Epona and probably the others would float in the air in invisible horses - or something to that effect -
& if zoinkity is in charge of solving the tank mess the probability of the tanks happening is greater.


Oldys is on vancation - IiiiiiiiiiiiiiIIIIII like crackers & snacks, crackers & snacks, crackers & snacks
 
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zoinkity
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 PostPosted: Sun Aug 21, 2011 5:27 am    Post subject: Reply with quote Back to top

The tank position is drawn from the curBOND value and the flag only determines if it is occupied. So, everyone takes turns, so to speak. With an index, you could set it to the appropriate player, or with an ID to any actor.
That's the easy part to deal with, by the way. That fix will be rolled into a general Tank! fix that will use the memory allocation feature used by other objects. Long story short, a small amount of memory will be allocated for each tank and attached to the object, so all those new values I've been writting to an arbitrary memory range will be stuffed in one nice, happy, safe block--along with a pointer to the owner.

That said, there's three other glitches with the tank that won't be so easy to fix.
1) First, as a general issue, there is no capacity to tell if you already owned the weapon given by the tank, so it will be stripped from you when you exit.
The original plan that everyone hated was to simply have a 'tank inventory' you recieve including only its weapon, swapping back on exit. However, when all you silly fanboys absolutely revolted because you couldn't roll around in tank armor snipping fools with a pp7 from the roof of it, the obvious fix was dropped.
Short of including a bunch of long-winded logic testing and rewritting a bunch of other, unrelated routines to have the room to dump it in, there isn't a good fix for this.

2) MP-specific, there's a bug related to the position offsetting scheme used to 'climb' the tank. There's memory corruption involved, just like the 2x MP weapons bug. Usually nonfatal, but it still doesn't work right.

3) Somewhat related, players climb tanks automatically even when in motion. So, if you drive a tank at a player, they magically go up and over it as you go by. So, once the problem above is solved, then there needs to be logic designating that a player can't climb it and instead recieves damage or dies.
Now, since people have asked how anyone could know such a silly thing when it can't possibly work in multiplayer, this is the behaviour when you automate the tank and drive it at a player in solo.
You can also, via pointer redirection (change p->curBOND to p->actor, for instance) tie a guard to the tank. This normally won't work unless you've rigged the tank to draw its position from the guardDATA block. That was sort of mentioned in the very first line above, and was part of a repatch.

4) Tanks don't exactly destroy nicely. They don't especially respawn properly either. Also, I might add that when the above data patch is rigged in, the data also won't reinitialize properly until a general reinitialization-at-respawn patch is rigged for all types.

Anyway, don't expect anything any time soon. I'm running off a memory stick at the moment, and this crap hex editor isn't the best thing to work with.
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MRKane
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 PostPosted: Thu Aug 25, 2011 6:52 pm    Post subject: Reply with quote Back to top

I don't agree with having other weapons avaliable while a player is riding in a tank. It would probably add a good balance to the game if players could only use the turret while using the tank. Think: Get the man with the tank! Actually could the flag-tag markers be used to isolate who has the tank? While I don't know how to programme GE, it seems like a simpler-than-the-alternative hack.

I say roll with your origional plan. If any "fanboys" want something extra they can add it in themselves! Meanwhile, if something is added, we'll make good of it!
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zoinkity
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 PostPosted: Fri Aug 26, 2011 7:12 am    Post subject: Reply with quote Back to top

You can't use the flag-tag things in player stats. First, they're used in the GG and YOLT scenarios as well, and you will recieve endless grief for breaking those. Secondly, you're still assuming a single tank, and if that were the case (or heck, upwards of 8 of them) you could just use the existing 'in the tank' flag. Thirdly, you'd have to scan each player's data.
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MRKane
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 PostPosted: Sat Aug 27, 2011 2:53 am    Post subject: Reply with quote Back to top

In a word: Bummer.
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zoinkity
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 PostPosted: Sun Aug 28, 2011 4:45 am    Post subject: Reply with quote Back to top

None of this is whoppingly difficult actually. Mostly, its a matter of hooking the new code and redirecting all the new Tank! data into each object's own block of data. In fact, a bit less problematic.
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MRKane
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 PostPosted: Mon Aug 29, 2011 4:08 am    Post subject: Reply with quote Back to top

I've been a scripter/programmer for years. I actually feel a little guilty that I can't help you with this! Although in saying that, I know that there's no tutorial written that could attone to the "instinct" that experience provides.
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zoinkity
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 PostPosted: Mon Aug 29, 2011 7:44 am    Post subject: Reply with quote Back to top

It really isn't that hard to write in pure ASM. In fact, it's a heck of a lot easier to rewrite existing code than trying to get the code spit out by these compilers to work properly. Really, it isn't hard to learn, and the disassemblies in the documentation are pretty well annotated so you can likely find what you're interested in right off the bat.

The only reason I'm lax to just have a tank inventory (which was the original idea and already part of a super-secret awesome demo) is because of the large number of requests to abolish featrues like this in NSNA.
It wasn't just 'I want a option to turn on the old tank inventory' but even weird stuff like 'I want an option to use all the old menus instead of the ones written to use the new features that can't possibly work with the old menus'. Or the requests to add an option menu before the folder select to limit what options can appear in the folder select. Aegh!

Truth be told, it was a bit of a hassle to allow other weapons in the tank.
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quaternio
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 PostPosted: Mon Aug 29, 2011 2:47 pm    Post subject: Reply with quote Back to top

zoinkity wrote:
It really isn't that hard to write in pure ASM. In fact, it's a heck of a lot easier to rewrite existing code than trying to get the code spit out by these compilers to work properly. Really, it isn't hard to learn, and the disassemblies in the documentation are pretty well annotated so you can likely find what you're interested in right off the bat.

The only reason I'm lax to just have a tank inventory (which was the original idea and already part of a super-secret awesome demo) is because of the large number of requests to abolish featrues like this in NSNA.
It wasn't just 'I want a option to turn on the old tank inventory' but even weird stuff like 'I want an option to use all the old menus instead of the ones written to use the new features that can't possibly work with the old menus'. Or the requests to add an option menu before the folder select to limit what options can appear in the folder select. Aegh!

Truth be told, it was a bit of a hassle to allow other weapons in the tank.


Maybe you could also create a tutorial for disassembling, assembler in general and adding/modifying code. I'd be quite interested in those things.

I hope you'll make such a guide; I think it would help many of us. And thank you very much if you do that! Smile



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zoinkity
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 PostPosted: Tue Aug 30, 2011 11:26 am    Post subject: Reply with quote Back to top

Well, I don't use an assembler so wouldn't know that aspect of it. Disassembly is as easy as reading the commands column in Nemu. As for inserting code, you just find or make space, type something in, then link it to some existing code. Not that big of a deal, and hardly worth a tutorial.
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