Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » Definition Editing » Fable Multiplayer
Re: Fable Multiplayer [message #28655 is a reply to message #27791] Mon, 24 September 2007 01:25 Go to previous messageGo to previous message
allong is currently offline  allong
Messages: 9
Registered: September 2007
Location: Geelong, Australia
I've thought of another way to do it, very similar to the way SA:MP does it. Have a program initiate a connection to a server that is selected, download the server details to a cache (Spawn position, account data) use memory addresses to set X,Y,Z and Map data.

And if possible inject code of creating NPC's that represent a dummy of another player and then receive packets from the server that will make certain NPC id's move in synchronization with the player it represents.

And I also have a question, is it possible to actually inject Fable code into the game and make the code run real-time? Confused


There are 10 types of people in this world, those who know binary and those who don't.
 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: Easy Range Weapon damage
Next Topic: Changing the name of the weapons
Goto Forum:
  


Current Time: Tue May 14 00:07:01 PDT 2024

Total time taken to generate the page: 0.01164 seconds