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Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 04 Sep 2011, 19:40
by ~][FGS][Nobody~
An ambitious thought would be to let the whole communication run over an IRC server.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 05 Sep 2011, 01:41
by Kaiden
- ram is cheap, you can put up many server nodes on single machine and link all together - creating environment for hosting 100 or even more players
That's like opening a massive mall in a town with 12 people in it.
EDIT: Although I guess you were just talking about in general rather than specific to DXMP.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 05 Sep 2011, 12:47
by Cozmo
I never initially coded a gametype because I didn't think it warranted one; I always expected my mod to be like FLUP or RPGCity where it just got chucked in beside other maps on a server. The final ended up slightly larger than I anticipated, which is how it got kindly hosted by Hasha, rather than just released. It also meant the classes could be easily used in other mods.
Those reasons have all become redundant. I guess it's turned out convenient though, considering that whoever's working on it from now has a fresh start for working with playerclass etc. You might want to consider renaming the RPG at that point too, if everyone else's work is going to be more evident than mine.
Anyway, I have a
desperate request to any coders that have some time available - my last big contribution was to be a kit that allows mappers to create their own missions, seeing as I had neglected to make them so much. It allows for standard mission stuff, as well as pawns having the ability to follow players (eg. hostage missions / gang stuff), patrol routes etc, plus it would be easy to code for this mod because you could have it trigger your own classes. (eg. on mission completion, trigger a trigger that makes the player police).
I believe I've actually completed it, minus a few small problems with which, I assume are, accessing and setting information in some nasty structure stuff in a different class. It would be easy to replace with a playerclass and get it working straight away, but I'd like to get this working without dependancies so that anyone could use it in their maps. This will add a potentially enormous amount of content to the mod. Anyone who's interested in helping, reply and I'll post the code. Thanks in advance.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 05 Sep 2011, 19:18
by DejaVu
I started working on it, because I am interested in this inter-servers connectivity and how it would work out.
This is login screen that servers as registration too. The point of this is for players to reserve their nicks and keep their stuff once they leave the server. It is working excellent; when player joins login server, this window appears. If he clicks cancel, he is disconnected, if he enters data and hits login, his login info is sent to server and awaiting response (ok or failed). If ok, player is sent to certain gaming server. If login is failed, error is printed. Player is unable to mess with buttons and eg. perform login spam, because buttons are disabled in time of login validation.
Tomorrow I create database server in C# that is going to save all players and their stuff. Then I work on links between servers to create a working mechanism of players transportation between servers.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 05 Sep 2011, 19:22
by chin.democ.
It looks very nice and could be used in a future mod no doubt.

Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 05 Sep 2011, 19:32
by [FGS]Kalman
Looks nice, but you need to make the things more expensive, i.e if someone get 10000c, he can buy everything in Cozmopolis, and it's not hard to get much money. And why don't you replace some unusable skills like multitool or heavy with RPG like skill, i.e Stamina or Strength? And you should make a new fist-like weap.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 05 Sep 2011, 21:20
by chin.democ.
Cozmo is all about building up from scratch and so a save system would be detrimental to the gameplay in my opinion. However for another mod this system could be great, the mod would have to have a slow build up system though for people to keep coming back.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 05 Sep 2011, 22:09
by CrazySpider
dude saveing my char might not be a good idea i might be able to kill everyone LOLZ hehe
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 08 Sep 2011, 21:46
by DejaVu
I am still working on it, to complete basic framework. I will setup everything up, once it is done. And you will be able then to register your name, login, and travel between servers.
To launch this up, there are many more things needed, including ideas. Since this is would be long-lasting RPG, it means that players have to slowly progress up with their level. It would be hard to gain even basic weapons like knife. Mappers and coders are all welcome, there is SVN setup for sharing work and being always with latest version.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Sep 2011, 05:48
by [FGS]Kalman
I think you have to replace the pistols in the slums to knives. And you have to make everything more expensive.It must be same price like in the real world.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Sep 2011, 12:34
by Cozmo
Going nicely. My final contributions to this: some code from the last patch (following cops etc) and the almost-complete NPC/Missions kit code thing (MPConvoV4).
There's a tiny problem with setting / accessing the "conditions" variables in the storage class, but if you're going for a gametype you can just move those variables straight into the playerclass and it should work fine. Coding each mission is a pain; this should fix that.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Sep 2011, 16:15
by Poor
If you could save money I think there should be a limit like 10,000c. We don't want killers with massive funds.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Sep 2011, 17:10
by CrazySpider
aww come on poor you know it would be good if i got alot of money then saved it. Am I right chin? lolz yea poor great idea because if punisher or BuBu were able to save alot of money it would be havoc in cozmopolis.
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Sep 2011, 17:35
by WarRabbit
Hi guys,
Thanks for making the Cozmo mod and the map. Ive been playing regularly for the last couple of weeks, and have a few suggestions.
I have noticed that when Punisher and dotface and these Jerry-varieties end up in jail after killing everything in sight, they tend to just log out and in again to avoid the jailtime. Perhaps it would have been better to let them start in jail instead of a fresh start when they log in again in such case..
Another improvement would be to let the SWAT-police "see", and be able to arrest, people who are cloaked. That would help make the game more of an RPG and less of a shooter when Punisher and dotface are around.
By the way, yesterday I started the game with about 180k in my ATM account, and it seemes the other players experienced the same. Punisher bragged about how he had hacked the game with regard to the money.
Also, as you probably know, the server has been unaccessable a number of times during the last week.
I really enjoy the game. Keep up the good work..
Regards,
Re: Official CozmoRPGv2 feedback,suggestions & Discussion thread
Posted: 09 Sep 2011, 17:36
by Psycho
the problem with that nickname thingy is if a impersonater registers your nickname before you