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  #1  
Old 01-07-2008, 04:41 PM
sgt_why sgt_why is offline
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Question writing dialogs for MP games ?

I recently had someone test the module i'm working on using (2) PCs in multiplayer mode.

They stated how the dialog and such only appears on the party leaders screen, while everyone else stands frozen wondering what is going on.

Is there a way to "build" around this -- so all of the party sees the dialog or something to that effect ? or at least is aware of whats happening ?

Do I need to teleport all of the other PCs to the leaders location or something odd like that ??
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  #2  
Old 01-07-2008, 05:18 PM
Anduraga Anduraga is offline
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There's an option in the Conversation properties called Multiplayer Cutscene. Worth a shot anyway.
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Old 01-07-2008, 06:36 PM
Baragg Baragg is offline
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In the world we been tweaking if your PC is next to a character talking with an npc you cna usually overhear the convo. But I wonder why you would want the npc to speak in party talk.

If I were you instead of trying to get the npc convo into party chat, just set a journal note with the info on the party of the speaking PC.

Or, you could sendmessagetopc each member in the party, with the npc/pc convo. IE: NPC: Hail, PC: Hail{sendmessagetopc(each party member"NPC said Hail, PC answered Hail")}

Last edited by Baragg; 01-07-2008 at 06:40 PM. Reason: add too
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Old 01-07-2008, 06:42 PM
Baragg Baragg is offline
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I have a question do the most of you do single player mods?
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Old 01-07-2008, 10:03 PM
Anduraga Anduraga is offline
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Most of the FRW group seems to focus on SP mods w/ some sort of MP compatibility, but NWN2 isnt all too kind with MP functionality.
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Old 01-07-2008, 11:05 PM
dirtywick dirtywick is offline
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I do SP only. Originally it was because I was new at everything and didn't want to add an additional layer of complexity to an already ambitious project, and it would be impossible for me to test to my satisfaction, but now I think I could handle it but would have to heavily revise the first chapter. Which I'm not going to do because I'd rather focus on new SP stuff.

Perhaps when Ch 2 is done and I switch gears to some other ideas I have before beginning Ch 3 I'd give MP compatibility a shot, but because I can't test it much myself don't quote me on that.

But really, if you work for exclusively MP you're kind of shooting yourself in the foot. There's a few out there and they don't get a whole lot of play, and to invest thousands of hours of work into something a few hundred people would play...I don't know if I'd do that. Plus, PWs are IMO the route to go if you want to do high quality MP stuff.
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Old 01-08-2008, 12:01 AM
vendalus vendalus is offline
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Default multiplayer and NWN1 style

I'm probably one of the minority that has a keen interest in multi-player. I still play the occasional SP module, but I'm a big proponent of making modules that are meant for one or 2-4 players. It can be a bit more work, but a lot of the time if you just keep a few things in mind as you build, you can do it pretty easy.

The multi-player flag got a bad wrap because it was over used int he OC. If you don't have it set to multi-player, you should have it set to use the NWN1 style of conversation. A good rule of thumb seems to be:
  • If it's a cut scene where you want everyone to stay in place because people are moving around and there's a lot of scripting (or just because it's an important plot point and you want everyone to pay attention), use NWN2 style and make it a multi-player conversation.
  • If it's a standard dialog where you don't have scripting and don't need to "pause the game", leave multi-player set to false and use the NWN1 style.

Here is a good description by Nimdolf a while back on how multiplayer works in the OC:

"Well after playing the OC with my friend online, it works like this. Whoever triggers the cutscene gets to control it, pick what to say, etc. and all of the other players see the cutscene also and what choices you choose. If you join the game midway through a cutscene however you must wait until it is over to do anything."

Again, that is with the options set to NWN2 style and multi-player. If you don't have multi-player set to TRUE, they are not involved, but I think they are stuck in limbo. If you have the style set to NWN1 and multi-player set to FALSE, players can run around and talk to whomever they want.

Anther point is to watch your conversation triggers. All too often you end up with rogues and rangers doing the talking because they are scouting ahead and there is no way to "hand off" the conversation. Usually this is fine. In important conversations where a party might elect a different PC to do the talking, however, let them start it on their terms and you'll take care of a lot of this.

There are other things to consider (jumping the party in a conversation needs to use the ga_jump_party script so you don't leave the other players stuck, etc.), but the conversations are the biggie. A lot of the SP modules that I see would not take much to make them multi-player.

If you want to test your mod and need a partner-in-crime, feel free to PM me and we'll see if we can work something out.
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Old 01-08-2008, 07:02 AM
Anduraga Anduraga is offline
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I think one of the more major issues with converting SP modules to MP modules is that many SP modules use the PC as a source of variable holding. That doesn't really fly with MP. It's best just to use the Module rather the PC.
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  #9  
Old 01-08-2008, 09:40 AM
Baragg Baragg is offline
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I been on a dev crew for a nwn1 PW, for the last 3 years. Two years out on my own and in the last year I have fallen in with a very good crew of devs on the nwn1 PW Shadow Mountain. Lol, good guys.

We have been developing a nwn2 PW, really since the OC came out. We are taking our time, and have developed a custom spawn system, and adapted a loot drop system. Getting close to beta testin. Fortunately SM has a good player base, some of whom have purchased nwn2 and the motb update just to be the beta testers when we open up.

Now, dont get me wrong I dont advocate SP over MP, or the other way round either, each to their own. I am just happy as a lark to be able to talk with yall, and learn.

As to storing info, we generally use a "nodrop" item on the PC, like the Journal to store info permanetly.

Thanks.

Last edited by Baragg; 01-08-2008 at 09:42 AM. Reason: added info
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  #10  
Old 01-08-2008, 01:00 PM
Juan Valera Juan Valera is offline
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We must remember that NWN2 and their adventures created by modders are more than SP games. For me, a SP game is like NWN1, in which you can only control one character.

Obsidian developers have done an excellent game with NWN2. It mixes the combat style of Infinity Engine games (for me the best combat experience) with the 3D graphics and Third edition D&D rules of NWN1.

Compared with NWN1, NWN2 is a game which is between the SP and Multi-player experience.
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