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MultiTES4: Multiplayer Oblivion > Official Announcements > Progression Thread


Posted by: the_FERRET Jun 6 2006, 08:23 PM
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This topic has been created to keep those that follow the mod updated with it's progress. Each post after this will discuss a version under development along with it's current status.

I'll try to keep this as updated as regularly as possible. If you have any comments, feel free to post them in the other forums (you can't reply to this as I want it clutter free).

You won't find a release date in this topic, as I think it's better that people don't get expectations up and become disappointed when things block release that couldn't have been anticipated. Instead, if you keep an eye on what has been developed and what still needs developing, it might give you some indication of the time until next release.

When there has been a release, a new topic in this forum will be posted specifying the release details. It will be labelled appropriately and easily identified.

In the mean-time, enjoy!

NOTE: You cannot reply to these forums. Don't contact me saying these forums are broken! rolleyes.gif

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Posted by: the_FERRET Jun 6 2006, 08:32 PM
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Version: 0.2 (Alpha)
Status: RELEASED
Description: This will be the first release of MultiTES4 and will prove rudimentry at best! It will support 8 players, but will be severly limited in capabilities. What you'll see in this version is more of a framework for later releases. NPC's in the game will follow the path of players, but will not share animations, attributes, or anything for that matter. Just position. Hey, I said rudimentry didn't I? Expect more features in later releases.

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Complete:
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<20/06/2006> New core has been tested.

<06/06/06> Completely re-wrote the client and server core. Reduced the number or packets required to be sent, as well as reduced average packet size by over 75%. This should significantly improve the general network speed.

<06/06/06> Added client side support for 8 players (7 plus yourself), and significantly improved the injection point search and verification progress. While not fully tested, I'd expect the new method will prove 100% effective. cool.gif

<02/06/06> Modified thread priorities to reduce any side effects from running the client in the backgroud with Oblivion.

<In-Between> Can't really remember. Bit of development here and there. Lot's of computer troubles caused a significant slow-down in development, but things are back at full-speed.

<07/05/06> Begun work on the mod! biggrin.gif

<Before Time Itself> Research, code testing, Oblivion playing. tongue.gif

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Posted by: the_FERRET Jun 21 2006, 11:07 PM
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Version: 0.5 (Beta)
Status: UNRELEASED
Description: Ok, this version will hopefully address all the issues experienced with the alpha release. The techniques used are being significantly improved to build a rock-solid client. There's a lot to be done, but with additional members working on it's development, progress should be quick. Wish me luck!

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<5/7/2006> Updated client GUI, including server "watchlist", network speed, etc.

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Incomplete:
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<> Propery intergrate MultiTES4 into Oblivion. What this means is that at run-time, the client will directly inject it's own code into the Oblivion executable. This will eliminate the long loading times, fullstop. This is NOT a permanent modification to the Oblivion exe.

<> Ingame chat system.

<> MultiTES4 client will act as the Oblivion launcher.

<> GUI for server.

<> Support for all versions currently available for Oblivion. These will be interchangable.

<> Finish in-game scripts for all 7 shadows.

<> Fully implement 8 player support.

<> Final test before release with a full game of 8 players. ohmy.gif

<> Synched animations.

<> Deathmatch.

<> Greater cell support.

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