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Multiplayer: Difference between revisions

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==Fan-made multiplayer==
==Fan-made multiplayer==
[[Image:Flatline preview 1 screencap.jpg|thumb|250px|right|A character controlled by the copy of Oni running on the right executes a move which is seen in the copy of Oni on the left.]]
[[Image:Flatline preview 1 screencap.jpg|thumb|250px|right|A character controlled by the copy of Oni running on the right executes a move which is seen in the copy of Oni on the left.]]
Multiplayer was cut at pre-beta and so wasn't available even to the beta testers. No source code has leaked into the community to this day, pre-beta or otherwise. Even so, there have been efforts to reverse-engineer Oni's memory to a point of synchronizing relevant structures of the game's state between computers. Current knowledge of Oni's game-state and character-state structures is very nearly sufficient for multiplayer. Implementations can combine memory watching and patching, and can also be driven to some extent by Oni's own events, hooked for the purpose.
There have been multiple efforts to add multiplayer back into Oni by synchronizing relevant elements of the game's state between computers.


[http://oniplayer.oni2.net/ OniPlayer] was a project coordinated by typhen and involving [[User:Admin|Alloc]], Kumo, and [[User:Ssg|SSG]]. Up to the departure of typhen in 2005, the project remained in the address-finding phase, with applications limited to Alloc's OniTrainer and typhen's OniFly (the Trainer allowed the user to set or freeze most of the known variables on demand, whereas OniFly performed elaborate freezing on character positions based on their aiming vector). Later, [http://neonew.oni2.net neonew] put the knowledge to use with OniHook, actually tracking and patching a character's animations as if synchronizing action over a network.
[http://oniplayer.oni2.net/ OniPlayer] was a project coordinated by typhen and involving [[User:Admin|Alloc]], Kumo, neonew, and ssg. Up to the departure of typhen in 2005, the project remained in the address-finding phase, with a limited application of this knowledge being made by Alloc's [[ONI-Trainer|OniTrainer]], typhen's [[OniFly]], and neonew's [http://neonew.oni2.net/ OniHook], which actually tracked and patched a character's animations as if synchronizing action over a network.


The next attempt at incorporating MP into Oni was the [[Flatline]] project, started in 2008 and made possible by the [[Daodan DLL]]. Development progressed up to the point where gameplay was smooth with two or three players, though gunplay was not yet supported. [http://www.youtube.com/watch?v=GMeWr11QVjU This video from 2011] was the latest footage of Flatline's progress.
The next attempt at incorporating MP into Oni was the [[Flatline]] project, started in 2008 and made possible by the [[Daodan DLL]]. Development progressed up to the point where gameplay was smooth with two or three players, though gunplay was not yet supported. [http://www.youtube.com/watch?v=GMeWr11QVjU This video from 2011] was of the latest Flatline build before development ceased.


[[Category:Oni history]]
[[Category:Oni history]]