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-   Silent Hunter 4: Wolves of the Pacific (https://www.subsim.com/radioroom/forumdisplay.php?f=202)
-   -   Latest Dev team answer from the ubi forum!!! (https://www.subsim.com/radioroom/showthread.php?t=105847)

Aimbot 03-13-07 04:46 PM

Cool.

Boris 03-13-07 07:17 PM

Haha :up:

That is cool. I wonder how many more small features like this will surprise us in game? :hmm:

Drebbel 03-14-07 08:01 AM

Quote:

What is the game providing?
The Multiplayer system is very important as it allow the players to experience another dimension of the game.
Silent Hunter 4 allows the players to hunt together (Wolfpack mode) in a LAN or Online game or even to play against each other (Adversarial mode).
The wolfpack mode is similar to the one from Silent Hunter 3, where the players go together to sink the enemy ships around them.
The new Adversarial mode allows the player playing on the Server machine to issue commands to the enemy fleet; the mission of the other players will be to sink as many ships as possible while the mission of the Server will be to prevent the others from achieving their objective.


How is our multiplayer system built?
In every existing game the multiplayer allows the synchronization of elements (like ships, planes, cars, etc.) between different computers in a network or over the Internet (of course, we’re talking about games that HAVE multiplayerJ). But in Silent Hunter 4 this system is used for some other things also. We are using it to implement the Save, Load and Replay features of the game, so it is a system that functions event when not playing a multiplayer game (Single Mission, Career Mission).
Every time an object in our world (by object we understand any ship, plane, weapon on a ship, etc.) does something on your computer it sends a message to all the other computers so that the same object will do the same thing everywhere.
This information is also saved in files on the local disk. Depending on the game type and length these files can have sizes between a few KB to a few hundred MB.
The messages stored in these files are used to implement the Save, Load and Replay.


What else is the game providing? J
You will be able to view a replay of what you have played in a single, career or multiplayer game.
When viewing a replay, the game will load the initial map (the map when starting the game) in its initial conditions. The game will be put in multiplayer mode, but you are actually alone there. Then multiplayer messages will be taken from the files previously saved and pumped into the game. So, when viewing a replay is like playing a multiplayer game, except that the network input is not coming from the actual network but from the files on your hard disk.
You will be able to increase/decrease speed, jump to the future and so on. You will even be able, by just pressing a button, to stop the data streaming from the files, switch back to single player game and just take control of your Sub! So, if you have done something that you don’t like you will just have to start a replay, go to the bad decision point and do something else! And all that through the multiplayer moduleJ!
This system is also used for loading. Actually, the loading of a game means that a replay is executed with fast forward speed (of course, in order to meet performance needs only the most important messages are taken from files in this case, all the others will be discarded).

By,
Ioan Manea, Lead Game Programmer
View a replay of a (multiplayer)game, nice. Especially for taking a look with the camera after playing at 100% realism. And then at anypoint continue playing, wow, very impressive. Sounds like the almost perfect save system.

geetrue 03-14-07 11:17 AM

Quote:

Originally Posted by Drebbel
Quote:

Originally Posted by Ioan Manea
When viewing a replay, the game will load the initial map (the map when starting the game) in its initial conditions. The game will be put in multiplayer mode, but you are actually alone there. Then multiplayer messages will be taken from the files previously saved and pumped into the game. So, when viewing a replay is like playing a multiplayer game, except that the network input is not coming from the actual network but from the files on your hard disk.
You will be able to increase/decrease speed, jump to the future and so on. You will even be able, by just pressing a button, to stop the data streaming from the files, switch back to single player game and just take control of your Sub! So, if you have done something that you don’t like you will just have to start a replay, go to the bad decision point and do something else! And all that through the multiplayer moduleJ!

By,
Ioan Manea, Lead Game Programmer


This is revolutionary ... I've never heard of this in any game ...
How many times I've had to start over ...
Now we can learn from our mistakes and correct them too.

RedHammer 03-14-07 11:42 AM

I wonder, if an SDK kit for SH3 is released, will it be possible to make Torpedo Room and Engine room and so forth? Ubisoft doesn`t seem to have the time (2 years...) To do so :P


S!

RvH

CCIP 03-14-07 06:23 PM

Sounds damned impressive if I say so myself - though I also will say that I won't be using this awesome save system (DiD! DiD!). The replay, however, is great - and the way it works will be HUGE help for those who like making videos.

It762 03-15-07 05:04 AM

Of course i do not want to nitpick but with the sentence:
"when loading a game it will mean that a replay is being loaded [...] of course due to performance reasons only important messages are kept"

Obviously we will only find out when the game ships but will this mean that...

...the save game files will be super-large if Iam on a long patrol?
...loading times increase the longer i have played on a patrol?
...some information like fatigue, weather, logs, ships loosing waypoints etc will be lost similar to what happened when loading a game in sh3?

I hope they have thought this system well out!

Besides these issues I think it is great to be able to replay the campaign. Maybe you can easily cheat by editing these message logs e.g. add some torpedos or having another ship disappear :)

geetrue 03-16-07 02:04 PM

Quote:

Originally Posted by It762
I think it is great to be able to replay the campaign. Maybe you can easily cheat by editing these message logs e.g. add some torpedos or having another ship disappear :)

Cheaters just think they have more fun, but in the end they never really win ...:roll:

Just ask my ex-wife ... :lol:

THE_MASK 03-16-07 04:29 PM

Q: Betasom: Many SH3 players found escort destroyers AI quite predictable so in long therms the chase by the DD was not a challenge for them, reducing the duration of their interest in playing missions. Were taken actions to improve the Artificial Intelligence of the escort Destroyers? If yes, how it has improved?
A: We recognize the destroyers AI issue and have taken some steps into improving them, from improving the collision avoidance algorithms (to solve the issue of ships waiting for each other to pass) to more work on group tactics.

It762 03-16-07 05:33 PM

as long as ships do not try to travel throughland ;)

W4lt3r 05-25-08 08:01 AM

Another damn bot, Can someone delete the post above me and ban the account aswell? I dont understand why there isn't a software or something that had those funky looking alphabetics and some lines over 'em, those stop the bots to their tracks..

Kapitan_Phillips 05-25-08 08:05 AM

Quote:

Originally Posted by W4lt3r
Another damn bot, Can someone delete the post above me and ban the account aswell? I dont understand why there isn't a software or something that had those funky looking alphabetics and some lines over 'em, those stop the bots to their tracks..

I got a reported post about him, so Neal did too. I can take care of the deletion of the post, Neal will ban him :smug:

Syxx_Killer 05-25-08 08:06 AM

I got all excited to see this thread. I thought maybe there would be a patch 1.6 or something and I see this Spambot post. :damn::lol:


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