Hurray! Another multiplayer clone project. :)

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Sun Jul 24, 2016 6:14 am

Spektor, could you add a HUGE message to first post which says "Read the starter guide on wiki before playing for first time"?
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CAKE
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Re: Hurray! Another multiplayer clone project. :)

Postby CAKE » Sun Jul 24, 2016 7:03 am

How do I make it so that a server I am hosting can be joined by other people?
If you want to ask/tell me something and get a timely response, read this paste: https://pastebin.com/LXcq186T

Mod hub for some of my old mods (which will not be supported anymore) here

A Guide On How To Combine 2 Ships Into 1 File
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Sun Jul 24, 2016 9:37 am

CAKE wrote:How do I make it so that a server I am hosting can be joined by other people?

Check your IP here and give it to "other people"
jrb00001
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Re: Hurray! Another multiplayer clone project. :)

Postby jrb00001 » Sun Jul 24, 2016 5:04 pm

Srul wrote:
CAKE wrote:How do I make it so that a server I am hosting can be joined by other people?

Check your IP here and give it to "other people"

If you have some sort of firewall / nat device, remember to open / forward port 30303 TCP and 30304 UDP.
Chickengames
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Re: Hurray! Another multiplayer clone project. :)

Postby Chickengames » Sun Jul 24, 2016 9:23 pm

So from what I read, this is a standalone game, doesn't use races, ships, etc. from FTL, is multiplayer online, is currently in alpha, and available to download and test now. I didn't want to read 133 pages so correct me if I'm wrong.
Manters
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Re: Hurray! Another multiplayer clone project. :)

Postby Manters » Sun Jul 24, 2016 10:31 pm

Chickengames wrote:So from what I read, this is a standalone game, doesn't use races, ships, etc. from FTL, is multiplayer online, is currently in alpha, and available to download and test now. I didn't want to read 133 pages so correct me if I'm wrong.


I'd say that's pretty much it.
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Tue Jul 26, 2016 2:41 pm

Here's an interesting thing that I don't remember if I posted about:
Did you know that you can specify in the system's model file a custom image to be used when it's shown in the cargo hold of a ship or in a store?
Just add this line to the model file:
CARGO_IMAGE=IMAGE_NAME_WITHOUT_EXTENSION
And place the image with this name into the client\data\cargo folder.
And it should work ;)
Chickengames
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Re: Hurray! Another multiplayer clone project. :)

Postby Chickengames » Tue Jul 26, 2016 3:35 pm

Any advice on making new ship hulls? Are there any programs to use or do you just make them in Photoshop?
The_Bear
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Re: Hurray! Another multiplayer clone project. :)

Postby The_Bear » Tue Jul 26, 2016 4:02 pm

Chickengames wrote:Any advice on making new ship hulls? Are there any programs to use or do you just make them in Photoshop?

I use gimp, paint.NET, paint and right now I am drawing the stations IRL.
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Sat Jul 30, 2016 7:18 am

Latest update:
1. Updated the TODO list.
2. Not long ago I had the chance to witness the players that openly think that the game is shit.
And I even had a chance to talk with one of them. I've made a small list of the things that they thought make the game shitty.
3. I've changed some of those things already and some of them are now on the TODO list.
4. Also I've decided that I will release a0.6 as soon as I'm done with the starting tutorial, so that I can get some feedback on it from you.
5. Then I will finish the rest of the things on the TODO list and release a0.6.1

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