VaultMP - Vault-Tec Multiplayer F3 (for Fallout 3, New Vegas, Skyrim and Oblivion)

Thursday, March 15, 2012


http://fallout3.nexusmods.com/downloads/images/17423-3-1330351116.png

Vault-Tec Multiplayer Mod ("vaultmp") is a multiplayer mod for the PC
versions of Bethesda's award-winning role-playing games Fallout 3,
Fallout: New Vegas and Oblivion.

http://fallout3.nexusmods.com/downloads/images/17423-1-1330351114.png

It's currently in development, but is going to
support the following:

  • Dedicated server, MasterServer and client including a server browser
  • Syncing of movement, actions / animations and AI
  • In-game GUI overlay for chatting
  • Supporting DLCs as well as Fallout user mods
  • Scripting on the server to define gameplay rules (PAWN)

The main goal is to enable players to roam the open world of the wasteland /
the desert and experience all the exciting features of the games
together online. Systems which are inherently incompatible with a
multiplayer environment like VATS will be disabled. Furthermore quests
and missions will be removed at first. We aim to implement several of
them in future development stages though

Facts which deserve attention before posting on the forums:

  • Vaultmp is in alpha stage. some of the mentioned features are severally lacking or not persistent at all.
  • Vaultmp is an open-source project. everybody is free to check out the source
  • and contribute. check the other topics for more info.
  • Vaultmp is currently being developed by a single person of The Brickster.net Group (Recycler). He has to study and work like everybody has to. Please don't expect him to spend all his free time on vaultmp only.
  • If you don't like the idea of a multiplayer please note that we don't intend to replace the singleplayer or something like that.

Disclaimer: I run this page with the permission of the mods author, Recycler. If you have any questions related to the multiplayer, head over to either his youtube page or the official forums.

Installation

Auto installer:
1. Start the installer and everything will be in place for VaultMP.
2. Install FOSE http://fose.silverlock.org//

How to great a server?





 Manual

1. Put the files in your main new vegas folder.
2. Go to the folder vaultserver\saves\Fallout3
3. And copy default.fos
4. go to Users\(Name)\Documents\My Games\FalloutNV\Saves
5. paste default.fos
6. Install NVSE http://fose.silverlock.org/
7. DONE

How to great a server?

Follow the video above.

Version Information

(Revision 147) Test release
Since the 2nd of August I've been busy with rewriting the whole mod. Now it has a solid foundation and code base which was lacking previously. The initial development of vaultmp dates back to the 11th of September 2010 ([url]http://www.brickster.net/index_2.html[/url]). I never planned to seriously develop it for such a long time. It was meant as a somewhat more professional school project. As I found out that the interest in such a mod is huge, I continued working on it, but it wasn't properly designed to be able to support advanced features such as syncing of NPCs or inventories. This is the reason I basically started from the ground up.

Revision 145 is the first "release" of this (with release I refer to the fact that I provide pre-compiled binaries; the mod is open-source and was accessible all the time). It is for testing only. In comparison to revision 134, it has even less game features, due to the fact that I spent most time on coding the behind-the-scenes systems, not real multiplayer functionality. Before I start re-implementing old and many new features, I'd like to parallel make sure that users can find bugs (which are existent in new systems by nature). This is why I release revision 145.

What you cannot expect from this release (in comparison to revision 134):
Inventory syncing
Syncing of player death event
Proper cell syncing (while working, adjacent exterior cells are still treated as interior cells basically)
What is different to previous releases:
vaultserver command line options are gone; use vaultserver.ini configuration instead
PAWN has been updated to the most recent version; vaultmp's implementation now uses 64bit cells
What is new with this release:
The Elder Scrolls: Oblivion support
You can now use vaultmp.ini configuration file to manually add "favourite" servers to the client
The client / server now supports mods and file downloading; vaultmp will automatically set up the mod load order specified by the server (which overrides your local mod loading settings!)
C++ scripting
Timers (both in PAWN and C++)
Some scripting callbacks and functions (the more interesting functions are not there yet)

vaultmp now features a clear structure of game models. The concept behind this is mostly important to scripters. I will provide an introduction to that in another post. There is a lot of stuff to document, I hope I can write some wiki articles the next days. Here is the full list of changes:

QUOTE
Bethesda API framework (API class)
The Elder Scrolls: Oblivion support
Re-design of Pipe class
Interface (based on the old command execution layer)
Value container class, Lockable extension class
Network layer (NetworkClient, NetworkServer, PacketTypes)
Exception system (VaultException class)
Re-design of vaultmp.dll to work with the API
PAWN update to version 4.0.4548
Revised scripting architecture: now supporting n-amount of C++ / PAWN scripts
Mod support (no registering of new game content yet) and "Synchronize" server feature
vaultserver.ini configuration file
Reorganized class hierarchy
GameFactory class
Container class, Object class, Item class
vaultmp.ini configuration file
Rewritten game synchronization code
CriticalSection usage, controlled through GameFactory
Injecting code changed to support Steam versions properly
Resolved CriticalSection deadlocks
Native C++ / PAWN timers running in the main thread
PAWN cell size is now 64bit (use packed strings!)
Scripting callbacks: OnActorValueChange, OnActorValueChange, OnActorBaseValueChange, OnActorStateChange
Scripting functions: CreateTimer, KillTimer, GetPlayerPos, GetPlayerAngle, GetPlayerValue, GetPlayerBaseValue, GetPlayerCell, ValueToString, AxisToString, AnimToString
VaultFunctor class
Unix server compatibility (not fully tested) 
Some changes to scripting callbacks
 
http://fallout3.nexusmods.com/downloads/images/17423-2-1330351116.png







FAQ

Q: It's laggy!
A: VaultMP is still in the Alpha.

Q: When will be first stable version?
A: Nobody knows.

Q: How many players can play in 1 server?
A: In the Alpha versions not that many max 4 but nothing is sure for The future maby only 20 or 100

Q: How will respawn look like? If the player died, when and where he or she will respawn?
A: For now you respawn at the place where you died. But for future it's the host who choose where to respawn.

Q: Will be there option for servers to use ONLY real time combat, WITHOUT VATS?
A: Yes. Vats is not disabled but when you use it the server will crash! Ofcourse this be fixed in later versions.

Q: Is VaultMP going to support skyrim?
A: Yes.

Q: Work together with Skyrim online!
A: No.They're going for a unified MMORPG type structure, while VMP is doing a co-op experience.


get your Installer here and your manual here.

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