OblivionOnline 0.4.5 Repack
Aug 28, 2008 Demo 12 commentsThis is a repack of version 0.4.5 of OblivionOnline. Has some basic stuff and a lot of bugs! :) This is an officially sanctioned release (masterfreek64...
OblivionOnlineOblivion mod | Released Sep 1, 2008OblivionOnline is a project to provide multiplayer gamestyle to the game: The Elder Scrolls 4 - Oblivion. It is using the Oblivion Script Extender Framework , but adds lots and lots of custom code . It also includes custom GUI windows to handle connection, etc. A number of alphas / techdemos have already been released (current: 0.4.5) ... Features: - Explore all of the game and of Shivering Isles + ALL of your modstogether with your friends ( since release 0.2) - Host servers on the machine you are playing , or extremely resource saving on another Windows, Mac OS X, Unix or Linux platform of your choice(since release 4.5-Linux) - Figth friends ("deathmatch" - since release 0.3)and foes ( also known as "Mob Synch") (planned for 5.0) -Open Source ( GNU GPL and GNU Affero GPL ) Planned after 5.0 : Central Character Storage
Latest News: Oblivion Multiplayer Mod Nearing PublicBeta 1
6 comments by masterfreek64 on Aug 30th, 2008 digg this super bookmark 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.
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OblivionOnline 0.4.5 RepackAug 28, 2008 Demo 12 commentsThis is a repack of version 0.4.5 of OblivionOnline. Has some basic stuff and a lot of bugs! :) This is an officially sanctioned release (masterfreek64...
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We should be a more patient because of time difference, but it will be the best mod evaaaaa!!!!
But I don't know how should a version 1.0 look like if almost everything is included in version 0.5
or, Not released yet...?! Just kidding
not yet released...?!
Ima sign up (or find my old username) on the forums just for the anticipation of the legendary .5 version.
Be prepared to fear my level 10 rogue....
you guys rock if fallout 3 is pretty much using a identical engine maybe you guys can make that into a multiplayer mod too when your done.
This will be amazing..
@ mark008
No, he just stole this mod's source code (compare it, a lot of stuff is identical)
sorry, we would want to but he choose to be an asshole..
ohh.. didnt know that :( well, then he is asshole.. lol
why not join with Oblivion Reborn team? they making Oblivion mod too(multiplayer) i think it would be much cooler to both teams go into 1 and work more quick and more knowledge...?
I'm frankly waiting...!