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Messages - MyU

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1
Bully Modding / Re: [WIP] Bully Multiplayer
« on: January 25, 2016, 07:19:54 PM »
Simply put: We are undergoing a bunch of changes how we handle stuff internally.
Also, you need to know you maybe hear about developer(s) like Me, P3ti, Pablo but in reality and with all of my honesty: Only P3ti is working "really" active at the moment.
We always find new things to improve, or change things over time we find new techniques and ways how to improve our work and we apply them every time. And yeah as some people already pointed out we have a life outside especially guys like pabloko or me aren't really active I for my part didn't touch a single line of code since a month.
Personally (not talking for the project) I'm at the point of saying "yes I understand" but "no we won't deliver until we're done" and who doesn't understands can (insert bad word here?)-"do whatever he wants".

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Bully Modding / Re: [WIP] Bully Multiplayer
« on: December 06, 2015, 12:41:45 PM »
We want to get things done asap, but not everyone of us is able to work on the project 24/7.
In the time of development we found many things we could do better, and we're doing them better therefore it's taking more time.
We want to have something "finished" on our first release, so please be patient... even if you can't hear it anymore

3
Bully Modding / Re: [WIP] Bully Multiplayer
« on: November 13, 2015, 01:41:08 PM »
Yeah, I know. I just wasn't trying to get it when it's not even a definite I'm going to need it, ya know? What's the scripting look like by the way SWEGTA?
(Talking about GM scripting, not the scripting for the client.)
You got events, you can cancel events and you can do things with them o:
It's a basic system, you got your folder containing different mods which can interact with the server therefore with the client.
The "game modes" are just one of them, locked in a priority queue.
Off the shelf you can interact with sqlite databases, and lil' other things.

4
Bully Modding / Re: [WIP] Bully Multiplayer
« on: November 09, 2015, 02:11:45 PM »
@DaBOSS54320:
We would definitely won't go "BLOCK ALL MODDING!" we just focus on getting it fair for everyone if this includes blocking some (mod "ability's") we probably need to go for that as it would suck if someone gets advantages by using these mods but that's another story I hope not.

5
Bully Modding / Re: [WIP] Bully Multiplayer
« on: November 09, 2015, 08:11:45 AM »
Just my two cents here.
As I see it now, there is no true or even "near" evidence of this mod being fake it's the opposite there are screenshots which never shown a false fact neither were edited in any kind.

I just got a few questions for these people who are still arguing about the mod being fake:
1) Why should people join a "bogus" project, and why exactly people would actually turn up a (now 44 pages) fake mod?
2) Why there never been any "proof" for the arguments that all this here is fake?

If you talk about the delayed game play trailer or in fact that we didn't released any game play "trailer" yet then it's simple and got explained many times.
We do not want to show unfinished / "choppy" game play, neither we have unlimited time.
As OrMiscL pointed out, we do have other things to-do work/school and so on just be patient and please stop fighting *lets peace?*

6
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 09, 2015, 10:53:04 AM »
Just curious, are you the real person? The one that works with OpcodeXe?
If you're just curious about one thing and it's a question about my person PM me.

7
Bully Modding / Re: Cautious's Corner
« on: July 07, 2015, 05:08:48 PM »
Nice work, continue!
Like the latest ;D

8
well, it's just faster if you're not me everyone manages to tops me onfoot.

9
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 06, 2015, 11:27:30 AM »
Something that I have always wanted to know is... how are we going to code our own scripts?

For example we all know that "gPlayer" is Jimmy so each time we want to make X change to Jimmy we will have to use that name as an argument for the functions (like PedSetWeapon(gPlayer, 305)). But how is it going to be with multiple players around? Each player has their own name so we can make changes to each one separately? what about peds?

Also are we going to be able to script custom respawn points? So we don't spawn in the boys dorm or the infirmary all the time.

And,how does that Noclip thing works?

Flag 43 determines whether a ped can go through walls or not. As far as I know it works on the player but I'm not sure about peds.

Every Player get's an unique ID ranging from 0-MAX_PLAYERS (not a permanent UID more an "slot" system based on every server), you are able to decide where the player spawns if he dies or first spawns.

Also, just for making it clear the server won't use bully's lua functions (which should be obvious) we provide a own set of lua functions all tailored to specific types of things as example Vehicles, Players.

Having multiple players requires also more thinking about the structure of your scripts, but it's still simple enough.
Hope this answers your question.

10
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 05, 2015, 05:13:03 AM »
@Shrimp:
You're able to script all these things even atm, expect noclip.

@|XF|-MadmaN[AR]:
Keeping the Bully AI intact would be a tedious and with the stability the game has a crashy act, don't even want to talk about the fact that the server is not aware of physics and stuff still we thought about something like this and maybe it will be possible but as for now not.
And we simply can't trust client syncing the game mechanics for one and another.

Part of the answer you can find already "k) How will you prevent hackers from ruining the game?
Anti-cheat measures will be added to the mod, but it's just a matter of time. Scripters will be able to create their own variation of scripted anti-cheats and breaking these will be much harder due to each of them being slightly different."

Still I'll go a bit more in depth for you (even if I can't go that further into).
Our current plans are fighting against the cheats with regularly updates, and for sure some things placed in the client as I was / I am really active in the game "hacking" scene we know many ways to make it just harder.
But that's just a simple description of what we want to do, talking more about it would make it easier for people to understand the techniques in the end so even tho I wanted to talk about our evil plans to make cheater's life hard, It simply would not be effective.

11
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 04, 2015, 05:17:05 PM »
What about interiors, how would it work if someone is in a interior, and someone else is out of a interior?
They just won't see each other!
It won't break the game if player x,z is in the school and y outside.
Discussions are nice as long they are releated to the mod ;-) And as swegta said no need to apologize.

Isn't there a way to see each-others? It's shit if we cant, SA-MP could do it.

Ofc you can see each other if you are in the same interior.
I just misunderstood your question.
Also if you look at the screenshot's you'll see p3ti and swegta in some interiors

12
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 04, 2015, 03:46:52 PM »
What about interiors, how would it work if someone is in a interior, and someone else is out of a interior?
They just won't see each other!
It won't break the game if player x,z is in the school and y outside.
Discussions are nice as long they are releated to the mod ;-) And as swegta said no need to apologize.

13
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 04, 2015, 09:01:14 AM »
I found this on trigger.img, the "population.dat"
and there is a code like this in that population.dat
TOTAL 15
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 0
                  GREASER 0
                  PREPPY 0
                  STUDENT 0
                  COP 1
                  TEACHER 0
                  TOWNPERSON 14
                  SHOPKEEP 0
                  BULLY 0
for setting 100 peds, do I just need to make the "TOTAL" to 100?
and set all the other like PREFECT, NERD, JOCK, ans etc into the total count of 100
is that it? do you mind to teach me about this?

sadly it's not that simply.
If you know abit programming, you probably know "arrays".
To describe it reallly simple, the game just allocates 24 array slots for the peds therefore you can't go above that w/o any game modification.

But please keep this topic on road, and if you got more questions about the ped thingy create a respective thread for it that would be nice thanks.

14
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 03, 2015, 01:01:55 PM »
Casual Desync. Or FPS.
Indeed, these are valid concerns.
But we try our best to keep the effects of it at minimum / try to let them not happen.

15
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 03, 2015, 12:06:37 PM »
This just get's better ^^

What about the Ped's ingame-- and the interior's? Also will it have the same lag shit in SA-MP Like sometimes people just run around so fast or do random shit yet the host and your and there ping is completely normal, that shit pissed me off.

Do you mean speedhacks?
Or casual desync (or the speed differences between the players caused by higher fps?)

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