
Client/server multiplayer prototype issues thread
#1 Posted 11 December 2009 - 09:20 PM
I'm also accepting multiplayer related patches at this time. The real hard work is already done, so this would be a good time for anyone that always wanted to contribute to the multiplayer aspect of things but could never handle doing it all solo to give something back to EDuke32.
I'll start the list off with a few currently known problems:
Players often respawn where they died, in the floor, or in some other incorrect location
Players sometimes spawn invisible or with the dying animation looping indefinitely
Dead players positions glitch up and down between regular and dead height before they respawn
Clients sometimes come up with incorrect results for random spawns, producing "ghost" sprites on individual clients that don't do anything when interacted with
#2 Posted 12 December 2009 - 02:24 AM
#3 Posted 12 December 2009 - 02:30 AM
James, on Dec 12 2009, 11:24 PM, said:
Here,
http://dukeworld.duk...ke32/synthesis/
Or,
http://hendricks266.duke4.net/eduke32/ (This has the latest compiled source)
EDIT:
To start a game, the host must launch with the command: "EDuke32.exe -server"
You should go straight to the main menu, stay on this menu till the first player joins. (Can't start a server with out one other person in the game)
Joiners need to launch with the command: EDuke32.exe -connect XXX.XXX.XXX.XXX
XXX being the IP address, you don't put a port address either as for now it is defaulted to using 23513
Once someone has joined your game (you can tell by repeatedly hitting enter on "New Game" and escape till it changes to the MP setup screen) set up your game options and launch it.
From then on players are free to come and go as they please (apart from the host

This post has been edited by The Commander: 12 December 2009 - 03:04 AM
#4 Posted 12 December 2009 - 03:05 AM

EDIT: I grabbed the latest copy from the synthesis directory but Hendrick's has some newer ones so I'll try those.
EDIT2: Nope, the 9th December one still gives me the same error.
EDuke32 2.0.0devel 20091106 Application parameters: /gAMCTC.grp /xAMCGAME.con /map test.map Using CON file 'AMCGAME.con'. addsearchpath(): Added D:/AMCTHETC/ OS: Windows XP (5.1.2600) Service Pack 2 Large page support available Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... Warning: could not find main group file 'duke3d.grp'! Using group file 'AMCTC.grp'. Using group file 'AMCTC.grp'. Compiling: AMCGAME.con (480199 bytes) Using dynamic tile remapping Including: AMCVARS.CON (16679 bytes) Including: AMCDEFS.CON (112148 bytes) Including: AMCUSER.CON (164664 bytes) Including: PSTATS.CON (335284 bytes) PSTATS.CON: In state `PLAYERSTATS': PSTATS.CON:7773: warning: found `ifsound' outside of a local event. PSTATS.CON:8014: error: expected a keyword but found `'. PSTATS.CON:8014: error: expected a keyword but found `'. PSTATS.CON:8014: error: expected a keyword but found `'. .etc .etc .etc fatal error: too many errors: Aborted Found 1 warning(s), 64 error(s). Uninitializing DirectDraw...
This post has been edited by James: 12 December 2009 - 03:10 AM
#5 Posted 12 December 2009 - 03:09 AM
http://forums.duke4....wtopic=1269&hl=
#6 Posted 12 December 2009 - 03:13 AM
#7 Posted 12 December 2009 - 03:21 AM
#9 Posted 12 December 2009 - 03:45 AM
Spiker, on Dec 13 2009, 12:41 AM, said:
There is no master server listings etc right now, so the only way play is possible is if you know when your friend etc is hosting a game (MSN etc)
Right now there is no possible way for YANG to let you join a game in progress.
#12 Posted 12 December 2009 - 09:27 AM
BrOiler1985, on Dec 12 2009, 04:58 PM, said:
Same happens to me
#13 Posted 12 December 2009 - 07:42 PM
insane_metalhead, on Dec 13 2009, 04:42 AM, said:
BrOiler1985, on Dec 13 2009, 04:58 AM, said:
MP is broken with Revision 1560 and up to 1565 at this current time of posting.
If it is launched from the main menu the host gets into the map but the client just gets a waiting for server screen and crashes back to the desktop, at which point if the client tries to reconnect again it will crash both to the desktop.
This post has been edited by The Commander: 12 December 2009 - 07:43 PM
#14 Posted 13 December 2009 - 03:02 AM
#15 Posted 13 December 2009 - 11:42 AM
This post has been edited by insane_metalhead: 13 December 2009 - 11:43 AM
#16 Posted 13 December 2009 - 12:01 PM
http://dukeworld.duk.../20091213-1566/
And yeah, if you're coming from an earlier build don't forget to delete your texture cache as loading an old one will cause crashes.
#17 Posted 13 December 2009 - 01:24 PM
#18 Posted 13 December 2009 - 02:12 PM
James, on Dec 13 2009, 01:24 PM, said:
Why don't you attach those CONs here?
#19 Posted 13 December 2009 - 02:57 PM
Attached File(s)
-
Prayers.zip (40.24K)
Number of downloads: 481
#20 Posted 13 December 2009 - 08:33 PM
Plagman, on Dec 14 2009, 09:01 AM, said:
http://dukeworld.duk.../20091213-1566/
And yeah, if you're coming from an earlier build don't forget to delete your texture cache as loading an old one will cause crashes.
That fixed the issue of starting a MP game, but from some quick testing it seems that if the client leaves and then tries to return to the game they are then faced with the "waiting for sever" screen and then crashes both host and the client.
#21 Posted 13 December 2009 - 09:27 PM
I wouldn't even try running mods with this yet... let's make the regular game work first, k?

#22 Posted 14 December 2009 - 12:05 AM
TX, on Dec 14 2009, 06:27 PM, said:
I wouldn't even try running mods with this yet... let's make the regular game work first, k?

That works a lot more smother.

This post has been edited by The Commander: 14 December 2009 - 12:05 AM
#23 Posted 17 December 2009 - 07:05 AM
#24 Posted 19 December 2009 - 05:27 PM
eduke32.exe -ns -nm -server
And get the following error
EDuke32 2.0.0devel 20091215
Sound startup error: Directsound error: DirectSoundCreate failed
Though tryed it on laptop with someone and works. Will test more when get home.
This post has been edited by Replica: 19 December 2009 - 06:47 PM
#25 Posted 20 December 2009 - 06:09 AM
I get the same results on both computers.
I tried multiple fresh installs as well, as there been another command added that needs to be defined that I have missed?
EDuke32 2.0.0devel 20091215 Application parameters: -connect 192.168.1.12 Connection to 192.168.1.12:23513 succeeded. addsearchpath(): Added C:/Duke Nukem/MP/ OS: Windows XP (5.1.2600) Service Pack 3 Large page support available Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Server protocol is version 196.79, expecting 195.79 Version mismatch! You cannot play Duke with different versions! Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) GAME.CON: In actor `ORGANTIC': GAME.CON:3968: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5891: warning: found `else' with no `if'. Found 2 warning(s), 0 error(s). Resizing code buffer to 16187*4 bytes Relocating compiled code from to 0x7f850014 to 0xac364dc Script compiled in 22ms Compiled code size: 16179*4 bytes, version 1.4+ Pointer bitmap size: 2024 bytes 1918/11264 labels, 321/2048 variables 125/16384 quotes, 0 quote redefinitions 0/88 event definitions, 207 defined actors Initialized 32.0M cache RTS file DUKE.RTS was not found Initializing OSD... Initializing DirectInput... - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard Executing "eduke32_binds.cfg" Setting video mode 800x600 (32-bit fullscreen) Enabling ATI FBO color attachment workaround. OpenGL Information: Version: 2.1.9026 Vendor: ATI Technologies Inc. Renderer: VisionTek Radeon HD 2600 XT AGP Initializing music... Initializing sound... Uninitializing DirectInput... Wrote eduke32.cfg Wrote eduke32_binds.cfg Uninitializing DirectDraw...
This post has been edited by The Commander: 20 December 2009 - 06:12 AM
#26 Posted 22 December 2009 - 03:20 PM
The Commander, on Dec 20 2009, 02:09 PM, said:
I get the same results on both computers.
I tried multiple fresh installs as well, as there been another command added that needs to be defined that I have missed?
EDuke32 2.0.0devel 20091215 Application parameters: -connect 192.168.1.12 Connection to 192.168.1.12:23513 succeeded. addsearchpath(): Added C:/Duke Nukem/MP/ OS: Windows XP (5.1.2600) Service Pack 3 Large page support available Loading opengl32.dll Loading glu32.dll Initializing DirectDraw... Using config file 'eduke32.cfg'. Scanning for GRP files... Using group file 'duke3d.grp' as main group file. Server protocol is version 196.79, expecting 195.79 Version mismatch! You cannot play Duke with different versions! Compiling: GAME.CON (151190 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45482 bytes) GAME.CON: In actor `ORGANTIC': GAME.CON:3968: warning: found `else' with no `if'. GAME.CON: In state `pigshootenemystate': GAME.CON:5891: warning: found `else' with no `if'. Found 2 warning(s), 0 error(s). Resizing code buffer to 16187*4 bytes Relocating compiled code from to 0x7f850014 to 0xac364dc Script compiled in 22ms Compiled code size: 16179*4 bytes, version 1.4+ Pointer bitmap size: 2024 bytes 1918/11264 labels, 321/2048 variables 125/16384 quotes, 0 quote redefinitions 0/88 event definitions, 207 defined actors Initialized 32.0M cache RTS file DUKE.RTS was not found Initializing OSD... Initializing DirectInput... - Enumerating attached input devices * MOUSE: Mouse * KEYBOARD: Keyboard Executing "eduke32_binds.cfg" Setting video mode 800x600 (32-bit fullscreen) Enabling ATI FBO color attachment workaround. OpenGL Information: Version: 2.1.9026 Vendor: ATI Technologies Inc. Renderer: VisionTek Radeon HD 2600 XT AGP Initializing music... Initializing sound... Uninitializing DirectInput... Wrote eduke32.cfg Wrote eduke32_binds.cfg Uninitializing DirectDraw...
Strange as r1573 lan works fine here. It seems to be saying you have differant versions?
If your absolutely sure files are intact then maybe if it was me I would check if have multicore machine and set process to use 1 cpu only by affinity or so in task manager as sometimes it ran to fast on my duel core AMD.
Should only need 2 commands as far as I have tested.
-server - For host or dedi waits at main duke menu you can pop up console and see a message when they connect and it plays a sound then start new game
-connect {ipaddress} << for clients they soon connect to the host or dedi ip address
Once server is inside the game I noticed they can exit even rejoin with a in game join.
It did crash if I went into the game 1st before waiting for the 1st client to join but once inside the game then people could start joining and exiting the game.
So far still to run into new bugs except the common ones already known. Not tested greatly. But this is really good stuff.
Well done Termx...
This post has been edited by Replica: 22 December 2009 - 03:27 PM
#27 Posted 22 December 2009 - 04:10 PM
computer. Then it works fine.
#28 Posted 26 December 2009 - 06:10 PM
I don't know if I had this with previous builds.
Ive got a Quad Core CPU Q8300 @ 2.5 Ghz, 3gb RAM, Windows Vista Home Premium with Service Pack 2, Geforce GT220 with 1Gb VRAM.
This post has been edited by insane_metalhead: 26 December 2009 - 06:11 PM
#29 Posted 29 December 2009 - 07:30 AM
Ok,ingame joining is super-cool,and with some devellopement,master Server,i think the multiplay of Duke can get popularity and have more people than Yang have actually,maybe like Zdaemon or Skulltag for Doom =D..
After playing DM with 2 persons on Hollywood Holocaust and LA Rumble,here some bugs... (in game joining working perfectly).
Oh,it's r1573
-When i (server) kill my partner with shotgun,and chaingun (haven't tried Pistol) he get killed,but he corpse explode into gibs,just like ive killed him with RPG...But when he kill me with shotgun (he is client) nothing wrong happen...£
-Sometimes when i kill him,he corpse explode 2 time (i think,im not sure but i believe that more gibs are spawned) and 2 weapons are spawned...
-I don't see that,its my partner...The Door of the entryway of hollywood holocaust (don't know if its the exterior or the interior doors,need to ask) has closed on me,and gibs spawned,but i've don't died,and when this happen, we don't get Out of synch...Is just a illusion
-Not really a bug...But...In someway this netcode is really stable!We don't get any Out of synch,and eduke32 don't lag at all,and the game never crash! (exept for regular bug,and we have not tried eduke32mod,but like TerminX says,let's regular Duke work first)
-of course,bug with dead animations already know,occurs,but always with the client...
I don't remember other bug for now...Gonna try it on other map with more people later...
But its awesome!Now we gonna get a good multiplayer port,and playing gonna be more easy...Hope more people gonna play with that!
Oh,it is possible to enhance the max number of player in the future?in some way useless for now cause there is'nt 8 player at the same time on the same server...But just for know =D
This post has been edited by Kenny mckormick: 29 December 2009 - 07:39 AM