OblivionOnline 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

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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)

Quick guide to modding the GUI

Quick guide to modding the GUI

UI/HUD Tutorial 5 comments

A basic guide on what is needed to edit the GUI, and how to do it.

OblivionOnline 0.4.5 Repack

OblivionOnline 0.4.5 Repack

Demo 25 comments

This 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...

Post comment Comments  (30 - 40 of 358)
Xlaits
Xlaits

Hey, obliviononline.com isn't working at all, and I can't figure out what's going on. I'm trying to LAN with my sister to test out the mod, and I can't get it working. I was given, from ipconfig two IP's for my PC.

192.168.0.100
192.168.0.1

Or should I use my outside IP for it?

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Fisher122
Fisher122

192.168.0.1 is reserved for the router. Do not use this IP!

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991power
991power

very nice mod !

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HotAssFuzz
HotAssFuzz

Hey guys, come down and join the forums, myself (Overwatch) and a few other members are going to attempt to do some revival!

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Evulant
Evulant

Please post the link HERE, the forum is down, so we can't visist your's without a link!

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EricWass
EricWass

Oblivion-online.com
not sure if its real but it seems like it...

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GalionKnight
GalionKnight

It would be great if you could link us.

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rmarinoff
rmarinoff

I am just now starting school for game design and development, with a focus on artificial intelligence design and development (outside the scope of the course, but a personal goal of mine). I just started, but this project is very interesting to me. I don't know if this may help, but a level of AI may be needed to create the sync between systems. I have not fully thought this through yet, just spouting nonsense right now. How can I come on board, share what I can as I learn at the school and from you all???

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boisson
boisson

Sounds good.

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robwilkie
robwilkie

Please update, or even release the source code for someone to work on..

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