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Landshark

Playing a Campaign using multiplayer?

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I was just curious. Is it at all possible to play one of the campaigns multiplayer coop? I bought a second copy of this game (GOTY edition) so my roommate and I could play coop. We have played all of the given maps in coop and were wondering if it's possible to play the campaigns as well. Or are there a lot of coop maps out there that I should consider downloading?

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yes and no

Yes: there is some where all the SP missions Converted to MP but you have to play them 1 after the other since the save game in MP is not avaible

no: save game does not work in MP

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theres loads of missions to download but a lot of them require addons aswell

ofpec.com has a gud missions section but they took there addons section down.

http://ofp.gamezone.cz/ has lots of addons and some missions

most addons dont come with missions so making your own missions

is the way to go. once you get the hang of it its not hard and saves time searching thru loads of missions on net only to find out that there a bag if shite

ofpec is best place to get started making em they got loads of resources and tutorials

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Hmm, I might be a bit off topic since the question is 'Can I?' and I am answering the question 'Could I ever?' rock.gif :

Quote[/b] ]

Yes: there is some where all the SP missions Converted to MP but you have to play them 1 after the other since the save game in MP is not avaible

no: save game does not work in MP

All true...Although it would be possible to make the original campaign-missions into multiplayer campaigns by converting them to Sinews of War missions. They would still be single missions, but they could be linked so they can only be played in the right order and have weapons, ammo, AI-team and vehicles that can be taken along on the next mission - whenever that makes sense in the campaign.

...Just need some mission maker(s) to do it biggrin_o.gif

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the function you speak of only works for SP, I have noticed some map makers trying to use it but it all ways fails

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Just here to lend credibility to SOW. biggrin_o.gif

It works. Period.

Dynamic Campaigns ARE possible. I've played em.

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Quote[/b] ]the function you speak of only works for SP, I have noticed some map makers trying to use it but it all ways fails

I have trouble understanding your post, what function Malboeuf? - I PM'ed you about editing the post to make more sense, but got no response...So now I can only try and guess at it, and my guess is you are completely and utterly wrong and also not listening at all.

Saving in multiplayer does work.

If you don't believe me please don't claim to know about it until you've at least tried the example mission in "Why is saving not a reality for CTI/RTS?"(multiplayer forum)...

...Resistance campaign is dynamic you say?

What would you call a dynamic campaign? Because I would NOT call the Resistance campaign dynamic, it has 'branching' but all missions are prepared individually and scripted into an overall coded plot...dynamic would mean the plot is dynamic/interactive and changes every time you play along with the 'war situation' - if you started over the war would follow a completely different path on the next playthrough...That requires saving to work in multiplayer - so claiming that saving does not work in multiplayer is not only inaccurate, but it also might hold some mission makers back from doing wonderful new stuff for the community...

Sinews of War has the physical part of storing data and retrievning it again working flawlessly thanks to Crashdome and his pioneering work in this area.

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dynamic is an acceptable term by definition, and if you wish to bitch about the use of such, refer to the author of the post which it origonated from

I have still yet to see a workable save game, but then im not a CO-OP player, thats for the noobs that cant handle human players that can out think them

I believe there is nothing better in gamin then real live prey

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Quote[/b] ]the function you speak of only works for SP, I have noticed some map makers trying to use it but it all ways fails

I have trouble understanding your post, what function Malboeuf? - I PM'ed you about editing the post to make more sense, but got no response...So now I can only try and guess at it, and my guess is you are completely and utterly wrong and also not listening at all.

Yes, thats usually the case when one engages in discussion with Malboeuf.

Anyhow is there any coop "campaigns" for download?

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Quote[/b] ]I have still yet to see a workable save game, but then im not a CO-OP player, thats for the noobs that cant handle human players that can out think them

Strong words from someone who apparently doesn't know anything on the topic.

Short SOW history:

I worked for 2 years improving the concept of using the object.sav file as a way to exploit the no saving option. From SOW 1 to SOW 2, I've molded it into an easier system to use and more optimized version. I've also took into account advancement in capabilities that others (like me) have created to make the impossible, possible. I've enlisted help from CoC and others and appreciate every ounce of information I received whether it worked or not. Just because someone hasn't seen it, doesn't mean it isn't in the works or working currently.

BTW.. SOW is not co-op only. It supports three sides at any one time in direct competition or allied (Res + West or Res + East).

Quote[/b] ] Gadger: Anyhow is there any coop "campaigns" for download?

Not currently. I made a quick demo just to attract attention and got very little. I also lost the time that I usually had to continue working on it. The only missions/campaign ever made w/ SOW were for testing since they included no briefng/debriefing, and were filled w/ bugs (non-SOW related). Only a small group of individuals ever saw them but one squad was playing them for quite some time. I currently cannot remember who at this moment (Fox2 was the guy who approached them for testing - not me). I intended to create a full campaign but lost interest about last May and dropped the project around July-August. I almost deleted the website until a few individuals came along (including Rune) who took interest. It's in his hands now, so to speak. I perform management and oversight, he is coding it now and doing a fine job. If there is any mission makers out there looking to work with him/us, PLEASE feel free to drop a PM. Otherwise, expect a better demo mission from Rune soon. Keep in mind sometimes only a single mission is needed to play a good campaign if done correctly. My test campaign included random scripts for objectives AND enemy units. Every time we 'Saved', we restarted the mission in a fresh enviroment but with all the weapons, vehicles, etc.. that we had accumulated. It was quite fun. Nothing like losing that one helicoptor we worked hard for and ended up hiking it to future objectives. I also worked on a Team-vs-team capture the objectives mission where winning teams earned points, money for weapons and vehicles, and additional AI helpers mission after mission. CoC used that as a test bed for their Network Services v1.2 since it transmitted large amounts of data in one go. They have since put out NS v2.0 and Rune is currently updating SOW to work with that. It is faster and more reliable. It also passes strings over the network, but then again, Malboeuf has probably never seen that either so it must be 'impossible'.........

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Not currently. I made a quick demo just to attract attention and got very little.

Like I said, it does not work, you seem to want to argue about some thing yet you defeat your own arguments

Thanks for making my post for me

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Yes, thats usually the case when one engages in discussion with Malboeuf.

Let's keep it civilised, please.

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but then im not a CO-OP player, thats for the noobs that cant handle human players that can out think them

yeah and adverserial gameplay is for the kids that are only after being at the top of the 1337 score table tounge_o.gif

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but then im not a CO-OP player, thats for the noobs that cant handle human players that can out think them

It is rather silly to post a flamebait yourself and then have the audacity to report an inevitable response to the moderators to try to make yourself out to be a victim, I see nothing wrong, so if someone has edited something away that would make them smarter than leaving something behind.

As a large % of the community prefer co-op I think it's fair to say that it was a clear effort to flamebait a number of people, as most conversations you are in end up in flaming/flamebaiting I think the chances that you are an innocent party is near nil.

WL+1 & 48 hour PR.

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Not currently. I made a quick demo just to attract attention and got very little.

Like I said, it does not work, you seem to want to argue about some thing yet you defeat your own arguments

Thanks for making my post for me

Honestly, it worked fine for me.

Perhaps you could explain what did or did not work so I could help you?

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Well, honestly I don't see how I'm a noob for enjoying coop more than pvp style(especially since the pvp games take forever to get started and most of the maps suck, imho...and then my roommate and I can start up a coop game any time we want and play that exact moment), but anyway....

I did find a bunch of missions designed for coop, which we haven't tried yet because we both suck and are having a hard time even beating the coop maps that came with the game...heh Still, thanks for the input so far.

To take this off-topic, what's the advantages of adding mods to Ofp? What does SoW do to Ofp if it doesn't contain missions itself?

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WHY SOW IS NEEDED

Well SOW makes one thing possible that was not really possible before and which I and others have been wanting since day one - it makes campaign cooperative play possible(It also makes campaign adversarial play possible, but I at least did not miss that feature all that much rock.gif )...SOW could be seen as a tool for mission makers, and obviously it would be best to have missions to show it off with - I am working on that biggrin_o.gif

WHAT SOW DOES

It allows your group to play one mission and then bring the exact number and type of small arms, ammo, vehicles and even computer-controlled squad members(with individual skill levels) that your group accumulated along for the next mission.

SOW CAMPAIGN

SOW was meant to have a campaign, but its state of completion was just short of making that campaign when Crashdome stopped working on it some months ago. At the moment no campaign is planned, but never having a campaign has not been planned either  wink_o.gif . My own motivation for researching SOW in the firste place came from wanting to make a cooperative dynamic campaign, and I soon realized that it seems that Crashdome did more than half the work already smile_o.gif

MISSION MAKERS

Single missions with SOW:

You could make a normal coop mission, where the equipment available would come from the current SOW-stockpile instead of being a part of the mission design itself...These missions could become very interesting because the equipment available could change alot from one playing to the next and you would not want to waste it as you so often see people do, like parachuting from a helicopter to avoid havning to land it...You might even choose to go on foot or by car to not risk losing your very expensive helicopter smile_o.gif

Preplanned campaigns with SOW:

It can be used to tie any number of missions together into a preplanned campaign(including ones that branch out like the Resistance campaign). This works the same as some cooperative mission sequenses like 'Tour of Warfare' and 'Band of Comrades', except that you can bring the 'stockpile along' and with minor modifications to SOW it would be able to block you from playing missions in the wrong order. It could make a guy you meet and kill in episode one stay dead in episode four.

Dynamic campaigns with SOW:

It can be used as a base for single-mission dynamic campaigns. One mission where the objective would change change every time you play it. And where the 'war situation' would also change from one playing to the next. It could be made so the fronline is where it was in the last game, and if it shifts during one mission, that new position is where it starts off in the next one...This is not Sinews of War itself that would do this but bringing the equipment along and saving information are both essential to accomplishing it wink_o.gif

...It would even be fairly easy i believe to mix CTI and SOW to make campaigns where you could keep your tanks(or whatever) and get them at the starting position in the next game.

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