Multiplayer: Difference between revisions

394 bytes removed ,  13 August 2015
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wording; removing unneeded details about OTA
(adding Zukai and more info about the cancellation of the original MP)
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{{TOCfloat}} The history of multiplayer in Oni is long and tortured....
{{Clearall}}
==Original multiplayer==
==Original multiplayer==
[[Image:Oni MP at MacWorld NY 1999 3.jpg|thumb|250px|right|Kevin Armstrong, Oni's networking programmer, is seated at the computer in the background (Macworld NY '99)]]
[[Image:Oni MP at MacWorld NY 1999 3.jpg|thumb|250px|right|Kevin Armstrong, Oni's networking programmer, is seated at the computer in the background (Macworld NY '99)]]
When Oni was first being shown publicly, multiplayer (MP) was promised, at least in a LAN setting.  Some words from the Oni staff on multiplayer (back when it was in development) can be found in the interviews with [http://oni.bungie.org/special/part1/kevin.html Kevin Armstrong] (networking programmer) and [http://oni.bungie.org/special/part2/steve.html Steve Abeyta] (3D animator), as well as with Brent Pease himself (see video link below). Eventually, in May of 2000, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3185 it was announced] that there would be no multiplayer feature in Oni due to issues with latency (though the decision [http://carnage.bungie.org/oniforum/oni.forum.pl?read=10354 may have been made] as early as December 1999).
When Oni was first being shown publicly, multiplayer (MP) was promised, at least over LAN.  Some words from the Oni staff on multiplayer (back when it was in development) can be found in interviews with [http://oni.bungie.org/special/part1/kevin.html Kevin Armstrong] (networking programmer) and [http://oni.bungie.org/special/part2/steve.html Steve Abeyta] (3D animator), as well as with Brent Pease himself (see video link below). Eventually, in May of 2000, [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3185 it was announced] that there would be no multiplayer feature in Oni due to issues with latency (though the decision [http://carnage.bungie.org/oniforum/oni.forum.pl?read=10354 may have been made] as early as December 1999).


The lack of multiplayer in the final product may have been the biggest blow to Oni's reception. Combined with complaints about the AI, players wanted to be able to play against other humans. The public viewed this as another sign of the game's incompletion, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time (and still is; [http://wolfire.com/overgrowth Overgrowth] a.k.a. Lugaru 2 promises LAN support only; a notable exception from Oni's time period seems to be [[State of Emergency]], a melee-oriented game that apparently had reasonably fluid online multiplayer).
The lack of multiplayer in the final product may have been the biggest blow to Oni's reception. Combined with complaints about the AI, players wanted to be able to play against other humans. The public viewed this as another sign of the game's incompletion, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time (and still is; [http://wolfire.com/overgrowth Overgrowth] a.k.a. Lugaru 2 promises LAN support only; a notable exception from Oni's time period seems to be [[State of Emergency]], a melee-oriented game that apparently had reasonably fluid online multiplayer).
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Video evidence:
Video evidence:
*Macworld NY, July 1999: [http://iritscen.oni2.net/movies/Brent%20at%20MW%20NY%201999.mov Brent talks about Oni MP]
*Macworld NY, July 1999: [http://iritscen.oni2.net/movies/Brent%20at%20MW%20NY%201999.mov Brent talks about Oni MP] (4MB)
*E3, July 1999: [http://iritscen.oni2.net/movies/Oni%20at%20E3%201999.mov Gamespot coverage briefly shows Oni MP]
*E3, July 1999: [http://iritscen.oni2.net/movies/Oni%20at%20E3%201999.mov Gamespot coverage briefly shows Oni MP] (2MB)
*Macworld SF, Jan. 6, 2000: [http://iritscen.oni2.net/movies/Steve%20demoes%20netplay.mov Excerpt from Day 2 broadcast of BungieTV with Oni MP]
*Macworld SF, Jan. 6, 2000: [http://iritscen.oni2.net/movies/Steve%20demoes%20netplay.mov Excerpt from Day 2 broadcast of BungieTV with Oni MP] (15MB)


Firsthand accounts of MP:
Firsthand fan accounts of MP:
*The first four accounts are negative even about the idea of decent LAN performance, and the fifth post is a dissenting opinion.
*The first four accounts are negative even about the promise of decent LAN performance, and the fifth post is more optimistic.
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=12725
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=12725
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=12790
*http://carnage.bungie.org/oniforum/oni.forum.pl?read=12790
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==Fake multiplayer==
==Fake multiplayer==
[[Image:OTA Mountain Compound.jpg|thumb|250px|right|In Oni Team Arena, you fight on one side of a large AI-driven battle.]]
[[Image:OTA Mountain Compound.jpg|thumb|250px|right|In Oni Team Arena, you fight on one side of a large AI-driven battle.]]
Oni Team Arena. Developed by [[User:geyser|geyser]], after an "Unreal Tournament" attempt by [[User:Script_10k|Script10k]], with help from [[User:Your_Mom|Your_Mom]] and [[User:EdT|EdT]]. Emulates multiplayer-like gameplay with respawning bots, meant to experiment with advanced modding, multiplayer-oriented or not (e.g., AI or collision upgrades). Project page [[AE:OTA|HERE]]. Currently more or less maintained by [[User:Gumby|Gumby]], but don't hold your breath (ADD, scope creep, whatever). In fall 2008, the Mac engine was brought on par with the PC engine, with [[BSL]] functions such as [[chr_focus]] and [[chr_location]], which opened the way for a platform-independent and fully featured version of OTA.
[[AE:OTA|Oni Team Arena]] was developed by [[User:geyser|geyser]], after an "Unreal Tournament" attempt by [[User:Script_10k|Script10k]], with help from [[User:Your_Mom|Your_Mom]] and [[User:EdT|EdT]]. It used respawning AIs to emulate multiplayer-like gameplay and experiment with advanced modding, multiplayer-oriented or not (e.g., AI or collision upgrades). The mod was initially Windows-only, but once the Mac game application's BSL capabilities were brought up to par with Windows Oni, it was possible to make a fully featured version of OTA available for Macs too.
 
Some multiplayer-related features are actually present in Oni, such as "combat stats" (frag and damage counters) for every character. These combat stats are not yet accessible from [[BSL]] and so are not put to use in OTA; another problem is that dying AI lose their [[MELE]] profile, so that bots can't keep fighting after they've been fragged.
 
Apart from gameplay videos such as [http://www.youtube.com/watch?v=rV1j0q63KFg THIS] one, a remarkable scene (''heartwarming and disturbing at the same time... --[[User:Geyser|geyser]]'') is that of [http://www.youtube.com/watch?v=x5SgCZpY-wo Russian kids playing Oni Team Arena] and enjoying themselves tremendously.


Apart from gameplay videos such as [http://www.youtube.com/watch?v=rV1j0q63KFg THIS] one, a remarkable scene (''heartwarming and disturbing at the same time... --geyser'') is that of [http://www.youtube.com/watch?v=x5SgCZpY-wo Russian kids playing Oni Team Arena] and enjoying themselves tremendously.
{{Clearall}}
==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.]]
There have been multiple efforts to add multiplayer back into Oni by synchronizing relevant elements of the game's state between computers.
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, 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.
[http://oniplayer.oni2.net/ OniPlayer] was a project coordinated by typhen and involving [[User:Admin|Alloc]], Kumo, neonew, and [[User_talk:Ssg|ssg]]. Up till the departure of typhen in 2005, the project remained in the memory-hacking phase, with limited applications of this knowledge being made by Alloc's [[ONI-Trainer|OniTrainer]], typhen's [[OniFly]], and neonew's [http://neonew.oni2.net/ OniHook], which could replicate character animation states as if synchronizing action over a network.


The next attempt at incorporating MP into Oni was the [[Flatline]] project, started in 2008 and officially released in 2011, 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.
The next attempt at incorporating MP into Oni was the [[Flatline]] project, started in 2008, with its last release in 2011, and made possible by the [[Daodan DLL]]. Development progressed up to the point where Internet gameplay was smooth in low-latency conditions, though gunplay was not yet supported. [http://www.youtube.com/watch?v=GMeWr11QVjU This video] was made with the last Flatline build before development ceased.


The most recent attempt at injecting MP into Oni is the [[Zukai]] project, begun in 2012 and officially released in 2015, though it is currently only developed for Mac OS X, with a Windows version to follow when gameplay is no longer in such a rough alpha state.  
The most recent attempt at injecting MP into Oni is the [[Zukai]] project, begun in 2012, with its first release in 2015, though it is currently only available for Mac OS X, with a Windows version to follow when gameplay is no longer in a rough alpha state.  


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