Hello everyone, I just want to let you know that new version of the MatchMaker2 was released and is available for download. More information and download link can be found in this topic: http://arcanum.game-alive.com/forums/vi ... ?f=5&t=309 Here some short gameplay video: <object width="640" height="480"><param name="movie" value="http://www.youtube.com/v/p_jJqyIzcUA?version=3&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/p_jJqyIzcUA?version=3&hl=en_US" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object> Please note that right now it's sort of proof of concept, the attached script only shows how to use buildin functions and how to script some stuff in Lua. It's not a final version, but you can already change and add lot's of stuff into the game with it. Edit: If there is anyone who would like to help a bit with this project, especially someone who knows RE, then let me know. We need to bind as much of the game to the Lua environment as possible. (If you only know offsets of some useful functions in the executable, then it would help as well.)
Btw, does anyone want a object scaling feature in the new version? It's possible to scale objects from like ~20-200% in Arcanum. It's possible to scale any objects, including critters: (This is only random 70-130% scaling.)
New version released! Code: Changelog: Version 0.4f: -Game now uses high-resolution counters instead of timeGetTime function. Animations and scrolling should be a bit smoother. (It is, IMHO) -Increased size of sector cache from 16 to 128 sectors. This dramatically increases loading speed and transition between game levels and maps, and when moving though vast areas. You'll notice it, believe me. -Players are now properly disconnected when they forcefully leave the game (i.e. because ALT + F4, task kill via manager, game crash, etc.) -It's now possible to save and load the game (with a few gotchas). -Also you can move with the camera from Lua. Should be useful. -It's now possible to change global vars and flags and story state from Lua. -It's possible to scale any objects. Works both on client and server side synchronously. -New commands: gload, gsave, gget, gset -Added a *few* new functions: mmGetObjectName, mmGetObjectScaling, mmSetObjectScaling, mmCritterSetStatValue, mmCritterGetSkillValue, mmCritterSetSkillValue, mmCritterGetSkillTraining, mmCritterSetSkillTraining, mmCritterCalculateSkillChance, mmCritterLookForObject, mmCritterRest, mmCritterDamageFatigue, mmCritterIsConcealed, mmCritterSetConceal, mmGetCritterMaxFatigue, mmSetCritterFatigue, mmSetCritterHealth, mmCritterBuySpell, mmCritterAddTechDiscipline, mmCritterAdjustReaction, mmCritterWalkToLocation, mmCritterRunToLocation, mmNPCProcessAI, mmMoveObject, mmGetGlobal, mmSetGlobal, mmSaveGame, mmLoadGame, mmGetMouseLocation. mmGetCameraLocation, mmSetCameraLocation, mmMoveCamera, mmCalculateDirection, mmCalculateDistance, mmObjectCalculateDirection, mmObjectCalculateDistance Misc: mmFindFiles, mmCopyFile, mmCreateDir.
New version is out again! Automatic player resurrection now works as expected. Quadpost and counting... Yay!
Your butt seem to be still hurt from that drama with Ruskies. Just remember that it started not only because of their retardation but also of your huge dramawhoring.
In upcoming version, it will be also possible to use world map again plus you'll be allowed to teleport to any place, not only known places but literally anywhere you click on the map. This will become very handy when playing singleplayer campaign in multiplayer coop mode. Such traveling won't be (of course) for free, it would cost energy or gold. :thumbup: I'm also currently experimenting with turn-based combat in multiplayer.