I think if I could work my whole system a bit, I could make it where players that play Duke Nukem from Eduke32 can connect to those who use my driver to play Duke Nukem for DOS.
I looked at manuals for Eduke32 Here. And its suggesting anyone who wants multiplayer with an older Eduke32 can use Yang multiplayer client. (I'm going to replace multiplayer clients with a web version in my driver suite.) But I did notice something interesting....
In DOS duke Nukem 3D, the parameter to -net is a pointer to multiplayer game data which contains an interrupt address for the networking code. The game data is illustrated in the README.TXT file contained in this zip file from 3D realms.
Like Eduke32, my driver is useless without valid Duke Nukem 3D components.
So now the question remains...
How to associate?
Because Eduke32 is (for the most part) a modification of the presentation of Duke Nukem so that high graphics and more operating systems are supported, I think I could get a lobby consisting of some players on Eduke32 and some on DOS duke Nukem via my driver. This will be GRAND!
---RAVE---
it would be so grand that you could backup the whole gaming experience on a CD-ROM or even a Zip drive (if you still have those) Then if your computer crashes, pop the media in and you're good to go. LOL
---END RAVE---
Anyways. What I want to know is, would the underlying network code remain untouched?
With the sources to the Dos Duke Nukem Commit specification, I can only predict the network data to and from a player can be up to 2048 bytes in length but doesn't describe the data in detail. Then again the original commit driver was meant to work for multiple games (including Shadow Warrior), so I would predict the data itself is dependent on what game is being played.
If I were to adopt Eduke32, I'm trying to figure out how to blend it in to my lobby system.
Going by the Eduke32 multiplayer manual last edited almost 10 years ago, it states the host could start with the "-server" parameter and I think each client can start with the "-connect xxx.xxx.xxx.xxx:yyyy" where xxx are digits to the IPv4 address and yyyy are digits to the port. Would all IP addresses here be on the UDP/IP protocol? Because that is faster for gaming than TCP/IP. Also, if this setup is true, I'm wondering how two "clients" could connect to each other, unless all networking is passed through the game host's PC.
Also, other than using IP addresses as parameters for clients, is the underlying network code the same as in the original Duke Nukem 3D when the game is in action or has that been modified? By this, I don't mean the protocol the code travels through the net over (UDP vs IPX), I mean the data format of the code itself.
And is there anything special I need to be aware of with regards to the networking functionality to Eduke32?
