We are pleased to announce that the OblivionOnline Oblivion multiplayer mod is nearing a stage where we can release a public beta of our new Release V 5.0 version.This Release fully supports NPC and Monster Sync( "Mob Sync") and Player Sync - these mean that a players, monsters and NPCs position, Health,Magicka and Fatigue,most likely also Equipment,will be synchronized across the network. We also have a GUI for chatting and status information that you can customize with LUA and XML. The release is now kind of working, we had both mob synch and player synch a few times with various testing teams, however there are several stability issues and bugs that still need to be addressed BEFORE we can make a public beta.OblivionOnline supports up to 12 players, however it can easily be updated to whatever limit the Oblivion Engine imposes upon us ( It requires only a single line of code to be changed ( #define MAX_PLAYERS 12) and a corresponding number of actors to be added).
The new Release V framework can also be easily extended ( at the moment only through source code modification in C++ with our Object Oriented framework , but there is an , at present incomplete, LUA scripting interface in the works ). This framework , as well as the server, was written from scratch . The netcode was remade as well and a number of obsolete commands rewritten. Next to no code is left over from the old releases.
It was developed by myself alone, although I thank my former developer Joseph Pearson for his work, but his work is nearly no longer present in the code ( except in some parts of the client < 5% of it).We hope to release the public beta #1, featuring Player and Mob Synch, around the 1st of September. In the meantime you can visit our forums at Obliviononline.com .Our hoster is unfortunately quite unreliable, so if anyone wants to host a good CPANEL(or similar) based hosting without ads, just post on the forums.
So long,Julian Bangert(at present the only developer of OO)
Fantastic sounds like we're getting close :D
But about that character attribute synchronization? What's that supposed to mean, exactly?
Wooooooooooo :D
Found this mod yesterday, looks very interesting! I will wait until 5.0 is released before I try it out, should be fun :)
i love you
Hey MasterFreek, I've been a lurker for a long time but really admire your work. Can't wait for the 5.0 release. I'm afraid I can't help much with coding, but I can help with your ongoing website issues. If you want free webhosting, feel free to contact me. I run my own webserver and would be happy to lend you webspace. If interested, just reply here and I'll get in touch with you somehow. Thanks again!
is this still being worked on? if this works it will make oblivion 10 times better.
Right last comment was a heck of a long time ago so this mod would be dead right about now :(
Great idea though.
I have one basic question. Can this mod be used with a world custom built in the Oblivion toolset, and be ran as a small-scale MORPG? I'm looking for a good backbone to create an environment strictly tailored to roleplayers. Or perhaps someone would have a better idea?
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Someone needs to get back working on this.
Same problem coming with Skyrim online. No developers. Developers giving up and leaving.