More co-op players? Or any type of Multiplayer support?

So Saints Row 2 at least has a glimmer of hope?

Only in so far as you could leverage the existing lua support to mod the existing multiplayer mode(s). You still wouldn't be able to add more players to the campaign mode no matter how hard you tried.

Still why limiting the modding to the internal LUA Systems ??

Because we were never writing a game that was really meant to ever be modded. We built the gameplay that we did in lua because it allowed us to build it better/faster than we could otherwise but it was never built with the intent of supporting mods. It's just fortuitous that once we were open to modding it was an easy tool we could let people play with.

As to what information gets released... it's really tough because Saint's Row is a very complicated game made by a lot of people. Most of the developers for our titles are not on these forums or aren't even at Volition anymore so the "right" person might not be available. Or it might just be so complicated it's not worth going into any details given the types of controls that you have to mess with it. Or it might just be that no one saw your post, I definitely can't read every single post on these boards so I go a lot on thread titles. If your question came up in some unrelated thread (like in this case) people may never have seen it because the thread title doesn't appear to be relevant to any of their knowledge.
 
If your question came up in some unrelated thread (like in this case) people may never have seen it because the thread title doesn't appear to be relevant to any of their knowledge.

I got an answer on my Thread, and it was simply something about Steam's CEG.
And I know that most of the peoples here are messing with the Internal Pack Files and the functions exported to LUA, also not many know assembly nor even know what todo with it.
With Informations how the game works I dont mean whole techniques how every thing in the game works, I mean how little things work I figured already much things out by myself and that is the benefit of this method if you have this expierence you can reverse this things by yourself and dont need to ask for every little things to get exported by LUA.

As example, I used the LUA Function "game_is_local_player_in_vehicle" to get how the Game get's the Local Player and used these Information to get the Base of the Local player and now I have data structure of "something" and that info I mean it's alot of guess work what values are doing something or which of them controll what, and I still dont understand what exactly stops you guys from giving out Information how these structures look Like I said I just got an answer like ".. not until something changes at Volition o. DS".
 
So then perhaps Multiplayer could have like free roam Deathmatch in the entire city or maybe new modes like capture the flag or something?

New modes would be cool if modders were up the the task the at least. ;)
 
So then perhaps Multiplayer could have like free roam Deathmatch in the entire city or maybe new modes like capture the flag or something?

New modes would be cool if modders were up the the task the at least. ;)
That's the thing I try to achieve
 
So then perhaps Multiplayer could have like free roam Deathmatch in the entire city or maybe new modes like capture the flag or something?

New modes would be cool if modders were up the the task the at least. ;)

Due to the memory limitations of how the SR2 multiplayer works, you would still be limited to modding the multiplayer modes (or creating new ones) in levels built for multiplayer. You would not be able to start a 3+ player game in the level used for the campaign mode.
 
I get it so I guess this is answered and done.

The main issue with Multiplayer getting people to join in the first place before it can even be modded lol.

Thank you for taking time to answer these questions.
 
I'm pretty sure this is covered someplace else, but can't find it.

Adding additional players to SR3 & 4 is basically a non-starter. Just on the technical side there are various limitations based on how we built many of the gameplay systems to only expect to have to deal with two players.

There might be some modding that you would be able to do using LUA to mess with SR2's multiplayer, but I am much less familiar with how that worked. It was very much it's own little world and I was too busy with co-op at the time.

That's a shame, but not totally unexpected. A lot of missions come to mind where circumstances make it so two players are really the maximum possible. Anything involving being seated in or jumping out of a helicopter, for example.

At the very least I hope y'all keep in mind the desire for >2 player co-op when designing further games, especially sandbox-style games. 4-player co-op has become quite the enjoyable formula in recent years, and for a good reason.
 
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