EDuke32 Multiplayer Madness
#1 Posted 09 March 2013 - 06:04 AM
Here's the video:
And here's some screenshots that Radar took:
In case you're wondering about my setup in the video, I was running Wesker's Duke3D: Forever modified to use the def language instead of definesound, and eradicate the User.con file so it wouldn't conflict and I added some sounds to it, as well as modified it to use the HRP Duke model. Since my system sucks at running Polymer it looks best this way too me.
Anyway, I figured I would post this because it was really fun to mess around and it was very interesting how Radar could connect without error to me, but not the other way around. We even had a game of three at one point that worked pretty damn well. The other guy reported that there was no lag, but a few glitches.
What I really wanted to do is to show how close we are to EDuke32 multiplayer. Even though what you see is still very buggy, it's far superior to what we've had in the past in the server\client area.
#2 Posted 09 March 2013 - 07:09 AM
This post has been edited by Radar: 09 March 2013 - 07:22 AM
#3 Posted 09 March 2013 - 07:16 AM
Radar, on 09 March 2013 - 07:09 AM, said:
Yeah. I should host again today and record it when the game is actually running good.
I think it tends to work best if all the people are connected before we start doing stuff that changes the level, like explosives that put holes in the wall.
This post has been edited by Spirrwell: 09 March 2013 - 07:19 AM
#4 Posted 09 March 2013 - 06:44 PM
#5 Posted 09 March 2013 - 06:48 PM
NUKEMDAVE, on 09 March 2013 - 06:44 PM, said:
I know I saw it with the new expander and everything. I would REALLY love it if he instead used the actual Duke model from DNF as opposed to many sprites. It's essentially why I modified it with the current high resolution Duke model.
#6 Posted 09 March 2013 - 06:57 PM
Spirrwell, on 09 March 2013 - 06:48 PM, said:
Talk with him about it. He might be interested in what you did. Yeah, I did alot to the latest version. I got most of the sprites sized correctly, but it took me forever. The menu font is fixed, too, but it's a little smaller.
#7 Posted 09 March 2013 - 07:52 PM
Spirrwell, on 09 March 2013 - 07:16 AM, said:
I think it tends to work best if all the people are connected before we start doing stuff that changes the level, like explosives that put holes in the wall.
This is absolutely true... the current code has no mechanism for synchronizing changes to walls and sectors at all. This is indeed really close to working however.
#8 Posted 09 March 2013 - 08:09 PM
NUKEMDAVE, on 09 March 2013 - 06:57 PM, said:
I doubt he would. All that I did was minor, using the def language as opposed to a modified CON, and using a Duke model instead of the sprites. Although it was convenient being able to hear the sounds in Mapster when the CON code was using definesound. Everything else looks so good that I don't care if they're models. Just having the option to three different Duke models would be cool depending on one's preference.
TerminX, on 09 March 2013 - 07:52 PM, said:
Heh, I made a lucky guess. Another slight problem that isn't necessarily multiplayer related is that your holoduke's pants could be a different color from your pants if you have it set to auto. Like when the second player joins they would typically have red pants, but the holoduke will remain blue unless you manually set your pants color. Just figured I'd point that out just in case it gets overlooked by people when multiplayer is ready.
#9 Posted 11 March 2013 - 09:29 AM
#10 Posted 11 March 2013 - 09:36 AM
Juras, on 11 March 2013 - 09:29 AM, said:
You should try it with me when I'm hosting. Just for whatever reason when Radar hosted, it was a complete mess.
#13 Posted 11 March 2013 - 11:52 AM
I was hosting in that video
This post has been edited by Radar: 11 March 2013 - 11:53 AM
#15 Posted 12 March 2013 - 10:09 AM
When I tested this the other week (I spoke of this in another thread) with both CLEAN (no HRP etc) copies of EDuke32 we didn't have half the weird bugs seen in this video. (And I was playing someone on the other side of the world with a ping, est. 250)
This post has been edited by Cody: 12 March 2013 - 10:10 AM
#16 Posted 12 March 2013 - 02:09 PM
This post has been edited by Radar: 12 March 2013 - 02:10 PM
#17 Posted 12 March 2013 - 07:19 PM
Cody, on 12 March 2013 - 10:09 AM, said:
When I tested this the other week (I spoke of this in another thread) with both CLEAN (no HRP etc) copies of EDuke32 we didn't have half the weird bugs seen in this video. (And I was playing someone on the other side of the world with a ping, est. 250)
...No, it shouldn't have ANY impact on the game whatsoever. There were no CON conflicts, and it worked just fine when I hosted. I can only assume what happened with Radar is that he hosted and he started going about the level before I got there. Whereas I would wait for him to join. Although he was connecting from in-game and I connected through the command prompt, I don't know if that would make any difference.
Radar, PM me if you want to try it out again, because I really want to. I'll bring the recording tools...
This post has been edited by Spirrwell: 12 March 2013 - 07:20 PM
#19 Posted 05 April 2013 - 10:58 PM
StrikerMan780, on 05 April 2013 - 03:22 AM, said:
Totally agree. Eagerly waiting for news on the subject.
#20 Posted 06 April 2013 - 08:33 AM
EDUKE 32 MULTIPLAYER MUH-MUH-MUH-MADNESS!