
Splitscreen mod "2 players on the same computer"
#31 Posted 13 August 2012 - 11:50 AM
This post has been edited by Simon_Croes: 13 August 2012 - 11:51 AM
#32 Posted 13 August 2012 - 11:54 AM
Helixhorned, on 13 August 2012 - 11:13 AM, said:
All you would have to do is adjust the master y position, make sure that weaponcount and company point to the correct player, and it should be good to go.
On a side note, I have considered making a statusbar.con.sample in the same fashion but I have shied away from it because of all the separate pieces that need to be drawn. I think this would be helpful for the project, so I will officially add it to my list.
Helixhorned, on 13 August 2012 - 11:13 AM, said:
If you are going to do that, could you also look into supporting multiple joysticks in some fashion? The most outstanding deficiency of the Wii port is that GameCube controllers are not yet supported because they fall under a separate joystick, whereas sdlayer is programmed to only use [0].
Paul B, on 13 August 2012 - 11:32 AM, said:
It is practical when a user only has one computer, or when multiplayer is broken. There is nothing gay about it. It's hand on keyboard, not hand on dick.
#33 Posted 13 August 2012 - 01:39 PM
The only game that I played and loved which was split screen was the Super NES Mario Kart but that was the only one and it was a console game not a PC game.
In 2012 the average Joe has 2 to 4 computers in their home with over half the world connected to high speed internet using what is called TCP/IP. The only good I can see coming from this is that it will bring more attention to the multi player and maybe we'll see the day where multi player is functional again. I'm not good at sharing my keyboard and monitor and I don't like people invading my personal space. If you guys like to huddle around and sit on each other’s laps while using the same keyboard and screen. You go girl! If one person likes this feature then at least it satisfies someone... just not me.
LOL @ Hendricks266 – Exactly why I don’t want to touch someone else’s keyboard and mouse. Nasty ass Clowns!
This post has been edited by Paul B: 13 August 2012 - 07:37 PM
#34 Posted 13 August 2012 - 02:00 PM
Can someone help?
#35 Posted 13 August 2012 - 02:48 PM
bh1002, on 13 August 2012 - 02:00 PM, said:
Can someone help?
If you downloaded the last updated version that Helixhorned posted you should go to keyboard settings. The player 2 controls should be in green. Hope that helps.
#36 Posted 13 August 2012 - 02:58 PM
Simon_Croes, on 13 August 2012 - 02:48 PM, said:
I found it, thank you. and one more question. is it possible to map the mouse to the second player?
#37 Posted 13 August 2012 - 05:58 PM
Paul B, on 13 August 2012 - 01:39 PM, said:
You can still have your own controller in this. Plug a USB Xbox 360 controller in, get Xpadder, put in the info for what keys you are using and voila: a controller all to yourself, so you don't have to "sit in the other player's lap".
Or, hell, just get any kind of USB controller in and you can still set it up to certain keys. But then again, considering the unintelligent and generally asshole-ish remarks you are making, you are probably in Middle School and configuring a controller for Duke Nukem 3d is mad gay, and you should be playing Call of Duty instead.
#38 Posted 13 August 2012 - 07:44 PM

I´m sure two little guys here will have a lot of fun with it. I´m downloading Helixhorned´s version right away.
#39 Posted 13 August 2012 - 07:47 PM
Gambini, on 13 August 2012 - 07:44 PM, said:

I´m sure two little guys here will have a lot of fun with it. I´m downloading Helixhorned´s version right away.
Yes, it is very practical and infact initially when I posted I completely forgot about Co-op Play.. I had VS on the brain for some reason. It's too bad more games don't include CO-OP now. I really wish they would bring it back because that's what made a lot of these older games so much fun. I miss the days when you could play through a game with someone from start to finish!
This post has been edited by Paul B: 13 August 2012 - 07:50 PM
#40 Posted 13 August 2012 - 11:17 PM
I'll be trying out Helixhorned's version shortly on my tv

#41 Posted 13 August 2012 - 11:27 PM
Helixhorned, on 13 August 2012 - 11:13 AM, said:
"Maybe"?
#42 Posted 13 August 2012 - 11:30 PM
#43 Posted 13 August 2012 - 11:43 PM
James, on 13 August 2012 - 11:30 PM, said:
http://forums.duke4....008#entry134008 Keep it going there or something
Leave this poor thread alone

#45 Posted 13 August 2012 - 11:57 PM
Anyways it's nice to see this get off the ground with some support from helixhorned, it's something I'm sure many people could use and would like. I've played Doom with the splitscreen port and that was fun (although kinda nausea inducing due to how fast the Doomguy moves)
This post has been edited by James: 14 August 2012 - 12:01 AM
#46 Posted 14 August 2012 - 12:24 AM
#47 Posted 14 August 2012 - 06:32 AM
Helixhorned - for updating this mod, making new versions of Eduke32 compatible with it and reviving community interest in it
Bloodclaw - for creating this amazing mod (and in its time very daring, but sadly quickly forgotten) and for your enthusiasm in continuing work on it
I have 3 suggestions:
- modern statusbar
- make map functional (if it is not possible to make it work seperately for both players, then make it cover entire screen)
- add new aspect ratio mode for splitscreen (auto has too narrow vision compared to default from 2009 version and others are too stretched)
#48 Posted 14 August 2012 - 07:29 AM
Paul B, on 13 August 2012 - 11:32 AM, said:
Unless the real multiplayer shit is completed and stable, otherwise I would count it never exist.
Why not thinking about the splitscreen MP in PSX Duke Nukem 3D port, DN:TM? Players must "sharing" the same console and TV to play together, do you really think those PSX players are......oh shit...

I agree it may weird but I cannot see what's wrong with this function at all. Especifically if I want playing most recently MP mods/maps with my friend. Yeah, gay or not, but is really matter when it's fun?
The Legacy port of DooM's splitscreen is working fine, but too bad the port engine isn't. At least have some fun with it. (Serious Sam one didn't try but I think if SS can and even PSX port can too, why PC and eduke32 one can't??

This post has been edited by Player Lin: 14 August 2012 - 07:36 AM
#49 Posted 14 August 2012 - 08:52 AM
Hendricks266, on 13 August 2012 - 11:54 AM, said:
Alright cool, I'll check that out.
Quote
For multiple mice, I'm looking into ManyMouse, but I don't know whether a similar thing exists for joysticks or gamepads.
t800, on 14 August 2012 - 06:32 AM, said:
The FOV is like this because I enabled new-aspect determination for scenes drawn through showview. This was made so that it wouldn't look squished in a double-screen setup, but since new-aspect maintains a constant vertical FOV, it looks very narrow on a single monitor. As a temporary workaround, you can set r_usenewaspect=0 in the console (at the expense of potentially making square things rectangular), but in the long run, it is planned that showview will take various options of how exactly the user wants to have the viewport drawn.
#50 Posted 14 August 2012 - 11:42 AM
Helixhorned, on 14 August 2012 - 08:52 AM, said:
From what I remember when I looked into the input code two months ago, the actual joystick access is at fingertips in both sdlayer and winlayer, but both only utilize the first joystick, and on the game side all the joystick code is programmed to only look at a single entry.
#51 Posted 14 August 2012 - 12:19 PM
I must admit that i do hate it when the screen gets so small that i can't see anything

#52 Posted 15 August 2012 - 09:03 AM
rasmus thorup, on 14 August 2012 - 12:19 PM, said:

Yeah, my eyes got hurt because I needed watch the screen with more power than usual.
(Back then, a 14" CRT with splitscreen made anything just small as ants...and most the time, just some pixelated blocks and blurry things... :|)
But at least, it still fun and it's just the only big problem that harms about your health by the game.

This post has been edited by Player Lin: 15 August 2012 - 09:06 AM
#53 Posted 15 August 2012 - 09:46 AM
Player Lin, on 15 August 2012 - 09:03 AM, said:
(Back then, a 14" CRT with splitscreen made anything just small as ants...and most the time, just some pixelated blocks and blurry things... :|)
But at least, it still fun and it's just the only big problem that harms about your health by the game.

LOL. with 4 peoples split screen, you could have like 4 pixels each or something?
#54 Posted 15 August 2012 - 12:56 PM
#55 Posted 15 August 2012 - 09:38 PM
MusicallyInspired, on 15 August 2012 - 12:56 PM, said:
Yep, and the N64's native resolution was 320x240.
#57 Posted 17 August 2012 - 10:48 AM
For fix this problem, it will be necessary to use updatesectorz instead updatesector
// Took this code from the wiki // It show player 1 view getplayer[THISACTOR].posx px getplayer[THISACTOR].posy py getplayer[THISACTOR].posz pz getplayer[THISACTOR].ang pang getplayer[THISACTOR].horiz phoriz getplayer[THISACTOR].horizoff phorizoff addvarvar phoriz phorizoff updatesectorz px py pz psect ifvarg psect -1 showviewunbiased px py pz pang phoriz psect 0 0 160 199 // ------------------------------------- // Player 2 view getplayer[pid].posx px getplayer[pid].posy py getplayer[pid].posz pz getplayer[pid].ang pang getplayer[pid].horiz phoriz getplayer[pid].horizoff phorizoff addvarvar phoriz phorizoff updatesectorz px py pz psect ifvarg psect -1 showviewunbiased px py pz pang phoriz psect 160 0 319 199 // -------------------------------------
#58 Posted 17 August 2012 - 12:40 PM
Attached File(s)
-
splitscr.con (17.07K)
Number of downloads: 555
This post has been edited by M210: 17 August 2012 - 01:37 PM
#59 Posted 17 August 2012 - 02:00 PM

#60 Posted 17 August 2012 - 02:23 PM
My only criticism is that you shouldn't force the gun position. I know the weapons will be barely visible, but that's how things are. I am quite not sure about the HUD customization either, or at least that shouldn't the focus for this mod.
Edit: I have tried it, and it seems the weapons are just partially coded, so ignore this.
This post has been edited by Fox: 19 August 2012 - 09:21 AM