Pretty well done, could do with some graphical improvements though.
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This guide is to explain how to host a server for the game. The current tech demo of the game only allows joining and hosting. Normally the server hosting framework will remain the same meaning this guide should be the same regardless of the version, however I intend to keep this guide as updated as I can.
If you have any questions simply join the Discord and ask me (@farmer juan#1283) or someone else more qualified.
When you download the game you'll be greeted with two folders, one being the client and the other being the server.
The client contains the base game, what you'll be playing and the latter contains tools for hosting a game.
For the sake of this guide, we're going to be interested in the server folder.
Navigate to server>version name (by default 01)
Inside there are 2 documents:
serverMap.serverinfo contains the map index number.
serverPort.serverinfo contains the port (external address) that the game will be hosted to, for the sake of simplicity keep this value at hand.
To open and edit these any text editor will do, like notepad.
It's recommended to use Visual Studio or Sublime text, but anything will do.
This file contains the map ID.
In Unity (the engine which PF is built around) each map when the game is built has a set number from 0 - to how ever many maps there are.
Currently 0 is the main menu and 1 is the test map.
These files are saved as .assets files which can only be accessed with certain tools but doing this for PF is a big no.
The name of this one is pretty straightforward, it signifies the port to which the server will be hosted to, to make things easier keep this number copied down.
Once you've set everything up, you can finally host a game.
Start off by clicking the executable PolyForces2.exe in the server folder, this will start the game in a nographics mode with all the debug information.
When you start it up, it'll take a few seconds to start hosting with all the information in a console, do not fret. Once it's hosting scroll upwards and copy your IP.
This will be used later on to connect to your server in the client.
So you've just hosted a server, now what?
You're going to want to start the client and click on IP connect in play.
In IP enter your IP that was displayed in the console and in Port enter the value from serverPort.serverinfo and voilà, you just (successfully) hosted a server that you and your mates can play on, have fun!
Currently there isn't any admin tools, this section will be expanded on in the future once the tools are released.
If you're talking about Beta 5, that most likely won't happen. Currently Ravenfield is on Steam and recieves quite a lot of updates; so all those weapons you happened to mention could come to the Steam version soon. On the subject of multiplayer or LAN, it's not coming to vanilla Ravenfield, as there are quite a few mods making the game multiplayer compatible and a multiplayer fan game being built by Blip Bloop, EaglePancake, Vel and some other modders of the community.
For the 2x speed bug, I found the cause. It is because the player collides with bullet object, which then falls and the player "slides" on it. This is going to haved to be fixed before 0.6.1 I hope!
If you read some previous posts, you know that I
might am working on a BIG update. As for maps, I am planning on building it with modular models (this could mean a level editor or something one day, I don't know whether I could or will even do that!) and would like to know the setting, here are a few I thought of, of course, you can suggest and idea!
-Space and Earth
-Space, Earth and other sci-fi settings
-IDC about this
-A B S T R A C T
Feel free to post a suggestion and to choose one of these!