Ideas for good 2 player coop games?

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friznit
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Ideas for good 2 player coop games?

Post by friznit »

At a mates house and kinda would like to play some 2 player coop games. The last good game that allowed this was Quake 2 which is really really old now. Anyone know of anything more recent? Preferably shooty type - got a little bored of Dungeon Sieging
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Re: Ideas for good 2 player coop games?

Post by Dr. kitteny berk »

friznit wrote:kinda would like to play some 2 player coop games.
Mutual Onanism?
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Post by Dog Pants »

Doesn't Serious Sam do co-op? That'd be a good one.
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Post by Dr. kitteny berk »

Dog Pants wrote:Doesn't Serious Sam do co-op? That'd be a good one.
it does. jolly good fun too
Last edited by Dr. kitteny berk on July 29th, 2006, 14:15, edited 1 time in total.
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Post by Fred Woogle »

NOLF2 - No-One Lives Forever 2
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Post by TheJockGit »

Any of the Rainbow Six series (Rogue Spear, Athena Sword etc) will let you play 2 player Co-Op Terrorist Hunt, 2 against 30 AI terrorists, can be good fun.
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Post by deject »

yes, NOLF 2 should be the first thing you get. Not only is it easily one of the bbest games ever, the co-op is huge fun. Also, SeriousSam: The Second Encounter is great fun in co-op, just be sure to turn on unlimited ammo.
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Post by Duke of Ted »

Halo 1 and 2 are great fun on coop
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Post by Woo Elephant Yeah »

Ghost Recon is great fun co-op.

Really enjoyed playing it with Goatpod, but alas he has disapeared :cry:
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Post by Gunslinger42 »

I've had great fun with Serious Sam co-op and Sven Co-Op for HL1 (though I think it's just a bunch of made up levels rather than the actual HL1 single player). I want Sven Co-Op 2 :(
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Post by cashy »

Gunslinger42 wrote:I want Sven Co-Op 2 :(
no. no you dont. are are a few attempts at this, but the fisiks element of the game makes it a lag fest
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Post by Roman Totale »

cashy wrote:
are are a few attempts at this
Do you have Pirate Tourettes?
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Post by spoodie »

cashy wrote:no. no you dont. are are a few attempts at this, but the fisiks element of the game makes it a lag fest
Why do other multiplayer games work then, what's different about Sven? I either want a good excuse or I want Sven Coop 2, get cracking!
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Post by cashy »

spoodie wrote: Why do other multiplayer games work then, what's different about Sven? I either want a good excuse or I want Sven Coop 2, get cracking!
as instead of 15 people in a server with 15 ragdoll effects, its 15 people in a server shooting at 50 headcrabs each with their own effects. can get a bit messy.

YARRRRRRRRR :ahoy:
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Post by FatherJack »

spoodie
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Post by spoodie »

cashy wrote:as instead of 15 people in a server with 15 ragdoll effects, its 15 people in a server shooting at 50 headcrabs each with their own effects. can get a bit messy.

YARRRRRRRRR :ahoy:
Oh I see. Sounds like a good excuse for a physics card, if they drop the price to around £50 then it would definately be a viable option.
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Post by Dr. kitteny berk »

spoodie wrote: Oh I see. Sounds like a good excuse for a physics card, if they drop the price to around £50 then it would definately be a viable option.
I suspect they may be failing to mention multiplayer much with the physics cards - I have a feeling the physics data would need checking for validity by the server (in the same way it checks if a bullet hits or not)

However, that would start pushing a *lot* of bandwidth about, not to mention potentially the need for the server to have a physics card (the more complex the physics is, the more calculation is needed and given servers need all the cpu torque they can get already - more complex physics can only make things worse.

Currently games get around this the easy way - CS:S for example has all the little objects client side, apart from a flag to say if it's been shot - the pieces will scatter differently for everyone.

However, bigger things like barrels have big bounding boxes because all the data of their movement gets transfered and checked by the server - Which is bandwidth and CPU intensive, which is bad.


In short - physics processing will only be useful for client side content - details (like making water look pretty) rather than interactable content.
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Post by Dr. kitteny berk »

And yes, i'm fully aware interactable is well and truly *NOT* a word. but it pisses people off :)
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Post by deject »

Dr. kitteny berk wrote:And yes, i'm fully aware interactable is well and truly *NOT* a word. but it pisses people off :)
:dalek: DISCOMBOBULATE!!! :dalek:
:dalek: DISCOMBOBULATE!!! :dalek:
:dalek: DISCOMBOBULATE!!! :dalek:
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Post by Gunslinger42 »

Since the stuff in CS:S breaks apart differently for everyone due to it being clientside, does that mean the ragdolls are the same? I'd hate to think that when I'm teabagging someones face it looks more like I'm teabagging their foot on someone else's screen :(
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