Ideas for good 2 player coop games?
Moderator: Forum Moderators
Ideas for good 2 player coop games?
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
-
Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Re: Ideas for good 2 player coop games?
Mutual Onanism?friznit wrote:kinda would like to play some 2 player coop games.
-
Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
it does. jolly good fun tooDog Pants wrote:Doesn't Serious Sam do co-op? That'd be a good one.
Last edited by Dr. kitteny berk on July 29th, 2006, 14:15, edited 1 time in total.
-
Fred Woogle
- Zombie

- Posts: 2172
- Joined: January 12th, 2005, 21:42
- Location: Inside the closet cupcake!
- Contact:
-
TheJockGit
- Boba Fett

- Posts: 1027
- Joined: June 5th, 2005, 8:26
- Location: Las Vegas of the North, Blackpool
- Contact:
-
Duke of Ted
- Shambler In Drag

- Posts: 787
- Joined: April 1st, 2005, 16:53
- Location: Essex, England
- Contact:
-
Woo Elephant Yeah
- Heavy

- Posts: 5433
- Joined: October 10th, 2004, 17:36
- Location: Bristol, UK
- Contact:
-
Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
-
Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
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.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!
YARRRRRRRRR
-
FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
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.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
-
Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
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)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.
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.
-
Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
-
Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53


