[Fo4] Fallout Online Showcase 3 - Clearing Concord with a friend

[Fo4] Fallout Online Showcase 3 - Clearing Concord with a friend

[Previous Post] [First Post]

This week has been intense, i've been working alot towards general combat and NPC synchronization.

The video showcases me and my friend clearing Concord and the museum of liberty. The recording is quite laggy as I accidently recorded with CPU on OBS. You might also notice that the remote player movement is very choppy and unsatisfactory, I'm working into improving that, it's missing interpolation and some physic fixes.

In any case, rider sync is working pretty neat. Their equipment, health, aggro and voice lines sync from the authority to the other clients. They don't focus the authority only, instead all players are valid targets and you can do stealth while your teammate goes on a rampage and it will behave correctly!

A lot of backend fixes landed that are not visible, turrets, light beams and terminals _actions_ are also synced.

Rider poses (leaning against door, peaking, etc) are also correctly synced. The system is pretty generic so other actions from other creatures are synced too (molerat excavation, radroach lounge, etc)

Server settings like party XP share, respawn logic, difficulty, etc.

In any case, I'll keep working on this in my free time. It's progressing slowly, kinda unstable right now (crashes are very common, it's impossible to play 5 minutes straight) but slowly it's becoming better so there's that.

There is a FaQ on the first post.

youtube.com
u/Quique1222 — 4 days ago

[Fo4] Fallout 4 Online Showcase 2

[Previous Post]

I implemented quite some stuff in my free time this week:

- Bleedout and revival of dead players (Configurable on the server)

- Ping locations to other players

- XP Share between members of the party or close players (configurable on the server)

- Interactable toggles sync (buttons, lamps, switches, etc)

- Player vs Player damage is now better synced

- NPC sync (humans too, but they're missing equipment), including ragdoll position and loot

And a bunch of other internal stuff that's not related to gameplay

A lot of features are currently working but it's very unstable right now, crashes are very common.

There is a FaQ on the other post

youtube.com
u/Quique1222 — 12 days ago

[Fo4] Fallout 4 Online Showcase 1

Playing Fallout 4 with friends in co-op, Dying Light-style, has always been something I wanted to experience.

I've followed other attempts closely, like F4MP and the Tilted Online project, but it seems like every one of them has eventually been abandoned. Honestly, I understand why. The complexity grows very quickly.

I've been working professionally as a software engineer since 2019 and have dabbled in a lot of different projects. With the recent changes in how development is handled, I finally decided to spend my free time this summer working on this passion project of mine.

I'm building this because I want to play it with my friends, not to please anyone or make money from it. Once it's ready, I'll release it as open source.

I'm happy to answer questions. I've also created a Stoat guild where I'll post updates, answer questions, and generally hang out and chat. https://stt.gg/3nkDdX55

FAQ, just in case:

Q: How real is this? Are you just another "attempt" that's going to be abandoned in two weeks?

Hopefully not. This also isn't just a proof of concept.

Right now, the following are already synced:

Player movement, equipment, melee and ranged attacks, damage between players, environmental damage, turrets, NPCs, combat teams, doors and other toggleable objects, movable and grabbable objects, inventories, weather and time, workshop building, moving and scrapping workshop objects, electrical grids, projectile-based weapons, grenades, ragdolls, and dismemberment.

Q: How many players does it support?

Technically, an unlimited number. In practice, it depends on several factors.

The simulation is distributed across the players, so performance depends partly on where everyone is located in the world and what is happening around them.

Q: Do I need an account or have to pay to play?

No. Once released, it will be free, and the account system will be completely optional.

An account will only be needed for features such as friends, playtime history, and easily playing with friends without self-hosting. You will always be able to self-host and play with others completely free of charge.

Q: Will it support consoles?

No. It requires F4SE, so console support isn't possible.

Q: Does it support Linux?

Yes. I'm developing it on Linux.

Q: How will questing work?

Servers will be able to configure how questing works.

The short version is that quests will be synced within a party, but only a selected set of quests will be supported.

This is the area that still needs the most development, and it isn't yet clear how much can be synced reliably. Fallout 4 doesn't handle moving backwards through quest stages correctly, only forwards, which makes this especially difficult.

Q: If my friend builds a base on the other side of the map while I'm exploring, will I see it when I get there?

Yes. Workshop building data is stored on the server.

Q: Who simulates the world?

The players themselves.

This is a difficult challenge, but rebuilding the entire game so it can run headlessly isn't practical.

Public servers are possible and encouraged, but because the simulation is handled by players, preventing cheating will not be possible.

Q: Where is my save game stored?

In your own game.

Only certain things, such as workshop building data, are stored on the server. This means you can join any server with your character or continue playing in single-player.

If you plan to play through the questline with a friend later, I recommend always doing quests together to avoid possible progression issues.

youtube.com
u/Quique1222 — 19 days ago
▲ 1 r/feedthebeastservers+1 crossposts

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We built this over the past two years after growing frustrated with poor experiences and slow support responses. Since then, it has worked flawlessly, giving us a server in under 15 seconds whenever we want to play with friends.

We’re sharing it now to gather feedback and identify improvements through the free trials we’re offering.

We also have wallet codes, if anyone wants to try that out.

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zaroz.cloud
u/Quique1222 — 24 days ago