Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
40 lines
1.0 KiB
Markdown
40 lines
1.0 KiB
Markdown
# Project Overview
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Commonwealth Online is a prototype multiplayer framework experiment for Fallout 4.
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The first target is not full co-op. The first target is a controlled test where two clients can connect to a local server and see each other as synced actors in a custom test cell.
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## Core Idea
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Fallout 4 remains the client application. A native F4SE plugin reads local player state and communicates with an external server.
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The server tracks connected players and broadcasts relevant state to other clients.
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A Creation Kit plugin provides test cells, placeholder actors, scripts, and controlled test content.
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## Basic Flow
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```text
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Fallout 4 Client A
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| local player transform
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v
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External Server
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| remote player transform
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v
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Fallout 4 Client B
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```
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## Early Limitations
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The first prototype should assume:
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- All players are in the same cell
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- No quest synchronization
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- No settlement synchronization
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- No VATS
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- No dialogue sync
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- No full inventory sync
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- No support for large modlists
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