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Re: Fable Multiplayer [message #28657 is a reply to message #28655] Mon, 24 September 2007 02:54 Go to previous messageGo to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

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allong wrote on Mon, 24 September 2007 03:25

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


When I talked to the SA:MP guys this is what they relayed to me a while ago.

Kye Bitossi


You want to know how to instance characters/actors,
how the game moves them, how the game applies animations etc.

The most basic syncing can be done by finding the position vectors
and syncing them across the network. You'll need ways
to disable in single player logic such as the generation of some
entities etc.



As for running fable code in real-time. I don't know. But Silver might.



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
 
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