Manhattan Project Online : Multiplayer mod for DN: Manhattan Project
#1 Posted 19 May 2017 - 04:35 AM
Iam a DN Manhattan project fan , so i decided to make a multiplayer mod for manhattan project
ok lets discuss some points
- Who are you and what makes you can make it?
= Iam Zeyad Ahmed a VB.net Programmer [ 6 years ] , C# [ 1 year ] , well i have experience in network i will use UDP protocol to change the coordinates by some injections [ by some help of cheat engine]
- Will you make it alone?
= No , No , i need to make a team to help me [Duke lovers ]
- Iam not a programmer can i help you?
= Ofcourse because i need DNMP modders for designing maps and so on
- Iam not a DNMP modder can i help you?
= You can , because i need one for logo and graphics:D
- Iam not DNMP modder or a graphic designer , i want to join the team
= if you have a fast typing speed and good english skills you can help us to write the wiki
if you want to join the Team PM me please
i will be pleased if you did!
i have did 9% of the mod :v
#2 Posted 19 May 2017 - 06:17 AM
Good luck, I love Manhattan Project too.
#3 Posted 19 May 2017 - 07:01 AM
- Create a watcher system that makes takes the entity state data from the authoritative server and replicate that data to the clients.
- On the clients, you would have disable all AI work and simply shove the replicated entity data to the clients.
- If you were somehow able to do the above, the harder part is the player actions. You would have to not only replicate the player data, but you would have to add multiple client support to the game. AI would have to be reworked so it could target multiple players.
All of this would require a heavy amount of reverse engineering, and a lot of fiddly fucking. I don't see this ever happening without the source code to the game getting released.
#4 Posted 19 May 2017 - 08:42 AM
Icecoldduke, we can do it without the source
there is some mod that made without the source of the game like Vice City Multiplayer , San Andreas Multiplayer , Just Cause Multiplayer , Multi Theft Auto
The coordinates exchange will be by data injection in specific address in the game
And the chat and data and stats are easy stuff
And making it with group is better
But its so hard to find team
This post has been edited by Zeyad Ahmed: 19 May 2017 - 10:44 AM
#5 Posted 19 May 2017 - 11:26 AM
Zeyad Ahmed, on 19 May 2017 - 08:42 AM, said:
...
I've said my peace. I wish you the best of luck, but my opinion stands.
#6 Posted 20 May 2017 - 12:01 AM
icecoldduke, on 19 May 2017 - 11:26 AM, said:
thanks,
Btw The Addresses of injections are changed every the player spawn :v
i will try to fix it , btw no one want to join ?
#7 Posted 20 May 2017 - 12:17 PM
#8 Posted 20 May 2017 - 12:36 PM
Mark., on 20 May 2017 - 12:17 PM, said:
_DNF_ is an awesome map editor but he is inactive
thanks for your words , i am searching on all sites but i prefer that because it site of Duke Lovers ,man
#9 Posted 20 May 2017 - 07:05 PM
What about recreating Manhattan project with the Prism3D SDK? That would require much less fiddling with data injection and dealing with certain addresses in the game resetting every time a level is finished etc.
EDIT: If there's anything i can do to help, count me in.
This post has been edited by TDRR: 20 May 2017 - 07:17 PM
#10 Posted 21 May 2017 - 12:48 AM
TDRR, on 20 May 2017 - 07:05 PM, said:
What about recreating Manhattan project with the Prism3D SDK? That would require much less fiddling with data injection and dealing with certain addresses in the game resetting every time a level is finished etc.
EDIT: If there's anything i can do to help, count me in.
Yes i thought about that SDK but it will double the time of making the mod :v
I found a topic for changed addresses : http://www.cheatengi...eaba2a48517f8d0
Of course , you can help me in any time , you can pm for your favorite communicate way : skype and so on
#11 Posted 21 May 2017 - 07:11 AM
TDRR, on 20 May 2017 - 07:05 PM, said:
I doubt that would be any easier then adding DNMP asset support to another engine. If I remember right DNMP uses Rad's granny 3d tech(http://www.radgameto...com/granny.html), which means Prism 3D will not come with the model loader by default. I would also not assume the level format is 1:1 with the SDK.
#12 Posted 21 May 2017 - 01:18 PM
and setting the ingame chat :v with transparency
the proplem is you must make the game NOT full screen , but you can choose you best resolution that fit the chat :v
pic from testing :
This post has been edited by Zeyad Ahmed: 21 May 2017 - 02:14 PM
#13 Posted 24 May 2017 - 03:56 AM
This post has been edited by icecoldduke: 24 May 2017 - 07:23 AM
#14 Posted 24 May 2017 - 07:29 AM
Granny was used for Age of Empires and for that game you needed Max 7 to be able to export anything. I don't know if MP needs a different version or if there are exporters around. If you can add to the existing code, then adding FBX to the file formats would probably help with getting people modding for it.
#15 Posted 24 May 2017 - 02:59 PM
Tea Monster, on 24 May 2017 - 07:29 AM, said:
Granny was used for Age of Empires and for that game you needed Max 7 to be able to export anything. I don't know if MP needs a different version or if there are exporters around. If you can add to the existing code, then adding FBX to the file formats would probably help with getting people modding for it.
Do you mean ZombieKiller or DNV?
This post has been edited by Zeyad Ahmed: 24 May 2017 - 02:59 PM
#16 Posted 24 May 2017 - 03:12 PM
Tea Monster, on 24 May 2017 - 07:29 AM, said:
I personally say your time will be better spend adding FBX support to DNMP then doing multiplayer.
#17 Posted 25 May 2017 - 03:57 AM
#18 Posted 25 May 2017 - 04:48 AM
FBX was suggested as a way to attract future modellers to the project. Nobody is going to want to mess around with Granny unless there is a pretty straight-forward pipeline from something modern directly to the engine. Having to haxor ancient versions of Max/Blender/whatever to get models in is going to dead-end that aspect of modding.
This post has been edited by Tea Monster: 25 May 2017 - 04:49 AM
#19 Posted 25 May 2017 - 05:16 AM
Tea Monster, on 24 May 2017 - 07:29 AM, said:
That would be me, although I didn't "hack" in a first person viewpoint, it's a feature in the game itself that's accessible via the console.
Shame there isn't more information about the GRN (Granny 1) format, like there is for GR2 (Granny 2), otherwise custom models in DNMP could probably be done pretty easily.
The map editor (Prism3D) is comparable to UnrealEd
#20 Posted 25 May 2017 - 06:47 AM
TheZombieKiller, on 25 May 2017 - 05:16 AM, said:
Shame there isn't more information about the GRN (Granny 1) format, like there is for GR2 (Granny 2), otherwise custom models in DNMP could probably be done pretty easily.
The map editor (Prism3D) is comparable to UnrealEd
You could just e-mail radtools and see if they give you documentation.
#21 Posted 25 May 2017 - 06:58 AM
Do you know which (specifically) version of Granny was used? Are there any tools you found that worked?
This post has been edited by Tea Monster: 25 May 2017 - 07:16 AM
#22 Posted 25 May 2017 - 07:25 AM
That would make things way easier to map for as far as the geo.
This post has been edited by Mark.: 25 May 2017 - 07:26 AM
#23 Posted 25 May 2017 - 11:36 AM
With the simplistic level design of MP, I don't know if you would save any energy by creating in Max/Blendy and importing it.
Maybe if you had a specific design in mind, or you wanted to push the detail considering the baseline machine has progressed over 15 years.
This post has been edited by Tea Monster: 25 May 2017 - 11:38 AM
#24 Posted 25 May 2017 - 01:06 PM
This post has been edited by Mark.: 25 May 2017 - 01:07 PM
#25 Posted 25 May 2017 - 10:39 PM
Mark., on 25 May 2017 - 01:06 PM, said:
YT tuts about prism and it by russian then it was DNV
#26 Posted 25 May 2017 - 11:12 PM
icecoldduke, on 25 May 2017 - 06:47 AM, said:
Believe me, I've tried. They didn't even bother to respond.
Tea Monster, on 25 May 2017 - 06:58 AM, said:
Do you know which (specifically) version of Granny was used? Are there any tools you found that worked?
Granny 1.2b, if I recall correctly. As for tools, I found a way to convert the .grn files to .gr2, which allowed me to get models out of the game (minus animations, but with bones and such intact). There's no tools I've found that help get models into the game, though.
This post has been edited by TheZombieKiller: 25 May 2017 - 11:15 PM
#27 Posted 26 May 2017 - 03:01 AM
#28 Posted 27 May 2017 - 08:36 AM
#29 Posted 27 May 2017 - 09:07 AM
#30 Posted 27 May 2017 - 09:28 AM
Tea Monster, on 27 May 2017 - 09:07 AM, said:
ok good luck with your project , you know i dont want my project to die