Splitscreen mod "2 players on the same computer"
#1 Posted 16 July 2009 - 06:29 AM
Download here
This mod allow 2 people to play on the same computer.
The mouse and keyboard control the first player, as normal.
The second player is controlled with 1st player unessential controls : the 4 Look keys, the 2 Aim keys (mouse take care of it) and all the 10 weapons key (you may use next and previous weapon).
Bugs known (Cannot fix most of them, lack of skills) :
- Night vision googles and underwater effects apply for both players
- When player 1 die, both views will be buggued. This is because it try to rotate the screen, but the script prevent it each tics.
- Only player 1 can hear sounds. That mean you'll hear player 2 sounds only when player 1 is near.
- When you aim up / down too much, you may see some black space.
Notes :
I used weapon icons instead of normal weapons because it is much easier to draw.
Inventory selection doesn't show because it take too much time to write (and I did not manage to find a shorter way to do that).
The mod only support up to two players. That will probably be fixed in later releases.
There is currently no way to have horizontal splitscreen.
You can't choose player 2 name and color.
Installation instructions are in the readme.
Download here
This post has been edited by Bloodclaw: 19 August 2009 - 03:36 PM
#2 Posted 16 July 2009 - 06:39 AM
This post has been edited by XThX2: 16 July 2009 - 06:39 AM
#3 Posted 16 July 2009 - 06:45 AM
This post has been edited by supergoofy: 16 July 2009 - 06:45 AM
#4 Posted 16 July 2009 - 06:48 AM
You just need to bind your buttons to Weapon#, Aim Up/Down or Look <Somewhere> buttons.
#6 Posted 16 July 2009 - 06:51 AM
#7 Posted 16 July 2009 - 06:53 AM
#8 Posted 16 July 2009 - 08:41 AM
#9 Posted 16 July 2009 - 06:06 PM
#10 Posted 16 July 2009 - 07:57 PM
It will be impossible to perfectly emulate a player with a useractor. If you really want to do it right, have the second player take over a fake multiplayer bot and feed their inputs directly into the bot player's input structure. You would still need to redo the hud and it would still be a major pain in the ass for something that hardly anyone will be able to play.
#11 Posted 17 July 2009 - 12:47 AM
DeeperThought, on Jul 16 2009, 07:57 PM, said:
Thanks! I didn't know we could use setinput to control other players.
#12 Posted 17 July 2009 - 12:55 PM
DeeperThought, on Jul 16 2009, 11:57 PM, said:
It will be impossible to perfectly emulate a player with a useractor. If you really want to do it right, have the second player take over a fake multiplayer bot and feed their inputs directly into the bot player's input structure. You would still need to redo the hud and it would still be a major pain in the ass for something that hardly anyone will be able to play.
I also foresee really bad frame rate issues.
#14 Posted 19 August 2009 - 04:42 PM
#15 Posted 19 August 2009 - 04:46 PM
This could come in useful, if i can't get the icculus port to work with sega dreamcast, i might try porting eduke32 to it instaead and using this, as i'm guessing you need eduke to run it right?
This is an interesting idea, could come in useful on the PC as well come to think of it, seeing as i could never challenge my friend due to his machines crappy networking.
#16 Posted 19 August 2009 - 06:45 PM
Other than that, you should split it horizontally, just like Duke Nukem 64. Hmm, Duke 64 also includes a 1px line separating the screen.
#17 Posted 19 August 2009 - 10:48 PM
High Treason, on Aug 19 2009, 04:46 PM, said:
This could come in useful, if i can't get the icculus port to work with sega dreamcast, i might try porting eduke32 to it instaead and using this, as i'm guessing you need eduke to run it right?
This is an interesting idea, could come in useful on the PC as well come to think of it, seeing as i could never challenge my friend due to his machines crappy networking.
Didn't know DC could run eduke32
But yeah this is a great idea, kudos
#18 Posted 20 August 2009 - 01:42 AM
Bloodclaw, on Jul 16 2009, 06:29 PM, said:
Why not?
It have to write
// Took this code from the wiki // It show player 1 view showview px py pz pang phoriz psect 1 1 319 100 // ------------------------------------- // Player 2 view showview px py pz pang phoriz psect 1 100 319 199
And I find a strange bug - sometimes the player spontaneously moves and does not give in to management.
#19 Posted 20 August 2009 - 01:59 AM
M210, on Aug 20 2009, 02:42 AM, said:
It have to write
// Took this code from the wiki // It show player 1 view showview px py pz pang phoriz psect 1 1 319 100 // ------------------------------------- // Player 2 view showview px py pz pang phoriz psect 1 100 319 199
That's why I said "currently". I mean there is no way to split it horizontally in the mod, but it may have this feature later.
M210, on Aug 20 2009, 02:42 AM, said:
You mean player 2 is moving on its own? That's a bug with Eduke32 (maybe Duke3D in general), fake players start moving slowly after some time.
This post has been edited by Bloodclaw: 20 August 2009 - 02:11 AM
#20 Posted 20 August 2009 - 05:10 AM
The greatest issue I can see is an unfairness between the two players.
Now this is good if one can't afford another PC or so.
Alternatively, according to my understanding, only one copy of Duke is required in order to play such kind of multi-player legally
Of course, an internal implementation like in Doom Legacy and Serious Sam would be better,
but I guess there are very few people who'd like it, so it doesn't worth the effort.
This post has been edited by NY00123: 20 August 2009 - 05:21 AM
#21 Posted 20 August 2009 - 06:09 AM
#22 Posted 20 August 2009 - 06:55 AM
Bloodclaw, on Jul 16 2009, 07:29 AM, said:
It may take time to redo every weapons twice (with their own animations and all).
This post has been edited by Bloodclaw: 20 August 2009 - 06:56 AM
#23 Posted 12 September 2009 - 07:16 PM
Keep the good work up, issues will surely get fixed. You know, some people can not affort to buy a new computer just to play Duke with two players. This may be not perfect and surely the 2nd player´d be in disadvantage, but there are no split-screen games anymore, since all the fucks play via internet now.
#26 Posted 12 August 2012 - 02:11 AM
bh1002, on 11 August 2012 - 06:31 PM, said:
You have such a good luck! I just searched my old backup of duke mods and I found it! But beware - this mod doesnt work with newer versions than the ones from 2009. I tested it with the latest one and older versions from years ´10, ´11 and ´12 and second player had his half of screen filled with big black square and his controls didnt work. BTW at first run you should remap controls (I recommend not using mouse and enable autoaiming).
It is sad that this mod died so soon. IMO it had great potential. I think that if it gained enough popularity and acceptance by eduke32 community sooner or later it would be integrated into eduke32.
BTW There is no duke port with splits creen support and doom has only legacy.
P.S. Check your PMs.
Attached File(s)
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splitscreen.zip (4.25K)
Number of downloads: 331
This post has been edited by t800: 12 August 2012 - 02:36 AM
#27 Posted 12 August 2012 - 04:32 AM
#29 Posted 13 August 2012 - 11:13 AM
In the most recent EDuke32 revision, I brought back support for fake multi-mode on which this mod relies, and added a handful of hacks so that the experience feels more well-rounded overall. Also, this post includes a modified version with various performance and beauty tweaks. In fact, I like it so much that I'm considering adding it to the EDuke32 repository and maintaining it further, since it's small, but interesting enough to get some additional support. What do you think, Bloodclaw?
Some things to do:
- Draw HUD weapons. Maybe Hendricks' CON port of the weapon drawing code can be used?
- Add support for two mice in EDuke32.
- More tweaks towards both players feeling the same.
Tip: span your desktop over two monitors...
[1] This is not exactly the same as "hotseat" apparently, heh.
Attached File(s)
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splitscr.zip (4.73K)
Number of downloads: 323