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      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.
       

Crynux

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Everything posted by Crynux

  1. This thread is poo. Imagine a potential new player comes to the General Discussion forums, and notices that one of the most recent topics is an argument over who uses macros, who's a 'God' at pvp... and other general childish bickering. Do you think they'd want to buy and play the game now that they think everyone playing it 'cheats' and is in denial? I'm not trying to be rude here, but just stating the obvious... if you wanted to help the game... you shouldn't have made this thread. It'd be wise also to keep petty arguments in private messages, or even better... if there's someone you don't like playing with (or don't like in general), just find another server. My 1.5 cents. -Crynux
  2. You know, it would be nice to have a Raspberry Pi build; I just dunno if the device can handle the game. They could even develop a Chester case for the Raspberry Pi!
  3. Hello, I was first introduced to Don't Starve a few weeks ago. After about a week of gameplay... I felt the need for multiplayer. I discovered a few local multiplayer mods; one of which I tried... the '3 player coop' mod, seemed to work quite well. About 3 days ago, I decided to start on my own true 'lan' multiplayer mod. I've made some progress, and yesterday I was able to control a character remotely over the network with 2 copies of the game running on 2 seperate machines. At the moment, the whole 'mod' is just a bunch of things hacked together as a proof of concept. It can be quite easily fixed up into a real base for a true coop mod. I, however, fear that it would be too much for one person to take on (in addition to being a full time university student), and am looking for some help. There are a number of things to consider when making a mod such as this, as ultimately, you need all 'clients' to be synchronized as close a possible. Additionally, code would have to be written for multiple OSes. So to get to the meat of this post. I would like to continue this mod, but can/will only do so with the assistance of some dedicated, experienced modders. If a team could be formed to finish this mod, or at least to bring it to a beta, I'd consider it a success. I have a set of objectives for this mod, and an idea of where it should begin. I also have a lot of experience programming/scripting (not so much in lua). EDIT: We have 2 developers at the moment. Myself and Desblat. I do all of the server code, and quite a bit of the client code. Desblat does only client code... and has helped me greatly with understanding how the game works. If you're interested... here's a list of positions/abilities needed in order to get a start on this project: A windows developer with experience in creating dlls/exes. Network development experience is a major bonus. A macosx developer with experience in <insert whatever library a mac uses here>. Network development experience is a major bonus. Don't Starve experts. We'll need someone to help animate the game... someone who knows what things do. As an example you should know how to make a character/unit/whatever move on demand, rather than randomly. Anyone who thinks they can contribute. I'm not one to say that only 'experts' can help out, as I'm sure there will be tasks that other, less experienced modders can do. I could be considered a unexperienced modder, as I only started 3 days ago.(If you're wondering why I didn't list a Linux developer; that's me. But we could probably use multiple people in these positions. I imagine having some sort of code repository for the project eventually.) That's good enough for a starting list. Of course, we'll work together as a proper team. Once the team is assembled (ie we get at least 1 person in each of the above), I'll forward plans and ideas. Lastly, don't hesitate to pm me for details. If you want to join the team, give me an idea of what you can do, and where you think you might fit in. Anyways, that's all I'm going to say for now. I believe this mod could be a great success, but it will require a lot of work, as others have said before. -Crynux
  4. True LAN Coop - Proposition

    Well, the news of Official multiplayer was not expected. But I don't see this as a negative for the mod. Maybe with this mod, we gave the devs a reason to look into multiplayer as an official feature. For now, I'm going to halt development of the Mod. I've been contacted by the devs regarding the official multiplayer, however I'm not going to divulge any information communicated, as I don't consider it my right to. I'd like to thank you all for the support during the time myself and others worked on this mod. Your support, and our work, has not gone to waste. I've learned many things in developing this mod, and we've shown our strong desire to have multiplayer in Don't Starve! -Crynux
  5. True LAN Coop - Proposition

    Hello, and thank you for the comments. I've finally somewhat settled in after moving for the summer. I hope to get back to working on the mod in the next few days... hopefully tomorrow. I'm glad you and your son are excited for the mod, I do plan to finish it, even though it will take quite some time, and a ton of work. It's getting there though. I haven't looked into it yet, but I will probably take a peek at the standalone of the DLC in the next few days, and see if it has LuaSockets. If it does, then a version for the DLC is possible! I hadn't thought of it being added to the mods section in the actual game. That would be a nice addition to the mod! Thanks to all for comments and support! -Crynux
  6. True LAN Coop - Proposition

    Thanks! No set date on a release yet... will be starting development again in a few days, have to move temporarily. -Crynux
  7. True LAN Coop - Proposition

    Hello and Welcome to the Forums! For chat, we have a simple system setup where you click buttons to make your character say a short message. This removes the complications of a full chat system, yet allows for communication among players if they have no other way. The item saving is something that will be established a little further. We still have a bit more synchronization to do, and which method we pick will be determined by what makes the most sense. As for now, we'd likely just store things on the player, eventually we may get to a password situation, so you can be sure your stuff is safe if playing on a public server. Thanks for the interest and comments! -Crynux
  8. True LAN Coop - Proposition

    Very interesting, I was thinking of using Paypal by itself, but this might be a better option. I don't have time at the moment to look into it, but I will definitely check it out when I get home later today. Thank you for the suggestion!
  9. True LAN Coop - Proposition

    Firstly, Welcome to the Forums! Thank you for the support in creating this mod. Development has stopped for the past week or so, as exam time has come around. I have 2 more exams, and should be able to get back to development in the beginning of May. As for your second question, a concrete date for the Beta release isn't set yet. There is still a lot of testing to do, and quite a bit of synchronization left. Your third question made me think... Donations would be more than welcome for paying for hosting, as I would eventually like the mod to turn into some type of community supported service. People could optionally donate, and such donations would be put entirely towards hosting the server. Server hosting would continue as along as there are donations to support it. In the future, I might make a standalone server that people can use, but at the moment the Linux version is my focus. Anyways, if you're really interested in donating, I have a deal for you. I'm considering having pre-beta donation based access. That is, if you support the mod before the beta is released, by donating, you get access to the mod, and can help test before the Beta release. Donations during this period will be held onto, and once there is enough to pay for server hosting, the donations will be put towards a hosted server. How this would work is, if you want to donate, you can send me a private message saying so. I'd reply with a link to where you can donate. Once I see your donation has been made, and you verify such yourself, I will send you a copy of the current client side portion of the mod. Additionally, you would get a pre-beta access code, which you would have to enter when playing the game, in order to connect to the server, and verify that you're a donor. I should mention that if there is support for such a setup (ie people like it), I would be glad to make it happen. However, I will not send donation links until I am able to work on the mod again; donations are for the mod only, and if I'm unable to work on the mod momentarily, then I shouldn't allow donations until I can. I still have 2 exams left, and want to focus on them for the time being. As said above, in early May, I should be able to get back to work on the mod, and this is when donation-based access COULD start if people want it! Anyways, I thank you for the comments and support. To anyone reading; if you support the general idea above, post here and let me know! Thanks in advance, Crynux PS: Sorry if this post is worded strangely... my brain is partially fried from study in the past weeks, which is another reason why I'm avoiding development among exams!
  10. True LAN Coop - Proposition

    Hello, and thank you for the complements! Regarding cooperative mode, the general idea with the mod is that there will be clients and a server. It will not be possible for one client to connect directly to another client. However, it's likely that you will be able to join servers via an ip address... and I'm thinking about allowing people to limit the number of players on the server... a minimum of 2. Recently I've made a prototype for a 'lobby', where players can see a list of servers, and connect to them through a menu. I will likely add a Direct Connect option in the future, where you can specify an IP address, but as for the moment, the lobby screen is fine. There are a few reasons for not allowing clients to connect directly to one another. Firstly, the game is already pretty heavy on slower machines (at least from my experiences), adding the additional computations that would come with the implementation of a multiplayer mod would slow down the host quite a bit. Secondly, what would happen if the host of the game disconnected? The host position would have to fall to another player, in turn, requiring a huge change in who sends data, and who receives data. For those reasons, and others, I've decided that a client-server setup is the best option. I hope I've answered all of your questions clearly. Your English is fine! Thank you once again for the support and the best wishes for exams... It's been really difficult to study this term, but hopefully I'll pull through fine! Thanks again -Crynux
  11. True LAN Coop - Proposition

    You can still play the beta with windows.... only the server will be Linux only, the client (mod) will work for windows and Linux. -Crynux
  12. True LAN Coop - Proposition

    For beta a binary version of the server will not be available for download. I'm going to either host the server myself, or pay for hosting. People can then connect to the server and play. In future releases, I may create a binary in which people can use for playing on their local network. But since the beta is only to stress test the server, and help me find bugs in the mod, there will be no server release. -Crynux
  13. True LAN Coop - Proposition

    Yes, more or less. I want to stress test the server, if it can handle more players than will ever be on it, then I don't have to worry about it not handling the few players that will in the final version. I should mention, that we will likely implement virtual servers (at least that's what I call them). With this setup, players would play with 5 or so other players, on a server which hosts multiple games. On a side note... I tested the server yesterday on my 300Mhz laptop with 32MB ram. Runs fine. The laptop looks like the one in the image below. It even has a Floppy Drive (for those of you who actually know what a Floppy Disk/Drive is ). -Crynux
  14. True LAN Coop - Proposition

    That rewrite must have been ages ago. I first found out about Minecraft when it was only a Java Applet on their website. The only thing you could do was place and destroy blocks, but that's besides the point. You're correct in saying that our situation can be in many ways more complicated than Minecraft. If Minecraft was rewritten by the developers, they would have much more control and freedom than we do. Additionally, mobs and other aspects of Don't Starve are, or at least seem to be, much more complex than in Minecraft, which complicate the implementation of a multiplayer mod. (I'm glad Don't Starve wasn't written in Java... +1 for the Devs) Thanks for the comment! -Crynux
  15. True LAN Coop - Proposition

    Hello, I believe you have a great misunderstanding of how the mod will work when it's finished. The mod is not intended in any way to create an MMO. In the world of Don't Starve, it simply doesn't make sense. The mod initially was branded as LAN coop. But this is because I don't want to say the mod can do things (WAN game-play) that it can't do exceptionally well at the moment. Nonetheless, it WILL be a online multiplayer mod, and you will be able to play with your friends (via some sort of private/locked server) OR join a server with random people. Considering Minecraft, it is not possible to take a Minecraft style approach to the mod. Minecraft was created with multiplayer in mind, and as the Devs here have said many times, they intend for Don't Starve to be a singleplayer game only. We will, however, for the time being, require that the map players play on will be kept locally. Other data such as inventory, mobs, etc will be kept on the server to help prevent cheating. DayZ is irrelevant. Regarding feature changes, we're only changing things to help balance the game in a multiplayer perspective. There will be certain things unavailable initially, because we're not including Caves or Ruins in the first few versions. Due to this, we're adding alternative ways to get items available in these areas. Nonetheless, we're trying to keep as close as possible to normal Don't Starve game-play. The goal is to create Don't Starve Multiplayer, not something else. I hope what I've written clears things up for you. MMO is not the idea. For Beta, yes, there will be no limit on players per server. This is for testing though, and in the final version, there will be restrictions. In addition to what's written above, I want to just write about some of the things happening with the mod, and some of the decisions that have/are being made. So as you all probably know, the first release of the mod will be a beta version. In this version, we hope to have mob sync, and of course all other base gameplay features such as cooking, harvesting, growing things, day/night cycles, fires, etc. At the moment, we still have a few of these things to touch on. As it turns out, perishables and such will take much more time than anticipated, as with the system we're implementing, all of the data regarding perishables has to be stored on the server. This ultimately, isn't optimal, and I would like to lessen the client-server traffic, but for now it's what we have to work with. Aside from perishables, we have an initial setup for sleeping in the game. For those of you who have played Minecraft, sleeping in the mod will work quite like how it does in Minecraft. That is, in order for time to go ahead, everyone on the server has to sleep. With respect to craftables, build-able structures, and drops; craftables more or less work. Build-able structures half work... there are still a few left to be synced. For some reason walls and such don't seem to be created in the same way as the Science Machines. I haven't looked into a fix for this, but I'm sure it's something simple. Regarding drops. We've spend quite a bit of time on drops. At the moment, the drops are quite similar to those of normal Don't Starve game-play. The difference is that we've added some drops to certain things, for example the graves, so that you can get otherwise unobtainable items. These items are things found in caves and alike. It just helps to balance game-play a bit more, until Caves are added. Fire (campfire/fire-pit) is server controlled, along with tree stage. However, there is still another bug with tree stages. Very few of the trees seem to not sync. I assume that they're growing, and therefore not showing the same state across clients. I have a fix in mind for this, but just haven't implemented it yet. The Day/Night cycle is also server controlled. The length of the day is also determined by the server. We still have yet to synchronize winter and rain, it will be one of the next steps in development, as at the moment we're focused on synchronizing the world. Regarding death... we've come up with somewhat of a decent solution. When a player dies, you see them dead on the ground for 7 seconds. After the 7 second period, they are teleported to spawn, and resurrected. Note, that when this happens the player will drop ALL items. I figured this would be a better alternative to disconnecting the player on death, and in addition, it still makes it difficult for the player to get their stuff back. We have other ideas and features regarding death that I will not yet disclose. Now, regarding the server itself. The server is written on/for Linux, in C. There is no current plan to port it to Windows or Mac. I may create a version in which Windows can use, but it won't be until the Linux version is finished. The server code will be closed source. For beta, it is not yet decided how hosting will work. I have a few considerations in mind. The first option for beta would be for me to simply run the server on my computer. This is the cheapest, and with this option I can monitor the server, checking to see if anything is acting strangely. With this option, I would likely setup some sort of Closed Beta, where people would be invited to play the beta, as I don't believe my home network can support very many connections at once. The other option would be to pay for hosting. This would be the BEST option, but unfortunately, hosting costs money. I wouldn't mind paying for the first month or two of hosting, but I cannot pay for hosting forever (I'm a student). I was thinking that maybe people could donate a few dollars that would be entirely put towards paying for the server, that way everyone could play, and no one person is paying for everything. But I'm not sure if people would be willing to donate for a mod... I HAVE seen it done and work before, for other communities, but I'm not sure if it would work for this one. Anyways, if you have any questions or comments regarding what I've written, don't hesitate to state them. Also, my question to you is, would you donate to help host a server to play on? Thanks to all, Crynux
  16. True LAN Coop - Proposition

    Thanks! RoG doesn't seem to have LuaSockets. If LuaSockets isn't added to RoG by the time the final version is out(of RoG), then it will not be possible to make the mod compatible with it. -Crynux
  17. True LAN Coop - Proposition

    Thanks for the support! I can't say a concrete date yet. There is still much left to do. Beta will hopefully be released sometime in the summer. Thanks -Crynux
  18. True LAN Coop - Proposition

    This is incorrect. We haven't discussed player death in detail yet. In the beta, there will be a designated spawning place, where all players spawn. Death will be simple, you die, your stuff drops, a static skeleton spawns, and you're disconnected from the server. To replay on the server, just reconnect, and the character you were playing will be reset. As for item respawns, it again, hasn't been decided what to do with things such as the Life Giving Amulet. Ultimately, it should work as it does in the normal game, for beta though, it may just be disabled. -Crynux
  19. True LAN Coop - Proposition

    Yeah, we made the item drop lists yesterday. We still have to test them a little, to see how the chances pan out. Regarding the Meat Effigies... at the moment we aren't doing anything special for them. In the beta we may even disable them. Although it would be technically possible to have them either player specific, or global, there hasn't been a concrete decision on what to do with them yet. What do you think? -Crynux (EDIT: I used them too much in this post. I apologize.)
  20. True LAN Coop - Proposition

    Right now it's set at 20%, but it's changeable.
  21. True LAN Coop - Proposition

    We've customized the drops. Rabbits/Beardlings always drop a Morsel, however they have a chance of dropping some Beardhair.. Monster meat was removed from their drop list.
  22. True LAN Coop - Proposition

    Saying that Mandrakes time effects, as Desblat suggested, will not work is a bit of a false statement. Since players will not be able to skip time as they do in the normal game, they obviously cannot skip time when eating a Mandrake. I do have plans, however, to let them have some effect on time. Along with this, it should be mentioned that there will be new/custom time mechanics in the mod, as all time will be (and currently is partly) server controlled. Regarding the map, you will have a normal map as in single player, it's just that in order to see the same map, all users of the mod would have to have the same savegame. I have a plan to better this system in the future, but for now, it works! Players will not be able to see each other on the map, as it can make it too easy to find each other, and allows trolls to murder actual players. As Desblat said, you will only have parts of the map that you explore revealed. I consider them hallucinations, whether they're defined as shadow creatures or not. The fact still stands that when you do go insane, they appear, despite also being in caves. It is also true that when you go insane, rabbits turn to Beardlings and such too. Because of this, I consider them a figment of the character's imagination. It should also be noted that in such a situation it would be possible for a player to see beardlings while insane, and another sane player see normal rabbits. Hence, it follows that if a player is insane, they see these shadowy things attacking them and other players do not. It has nothing to do with coding... but more with making sense. Thanks to all, -Crynux