NetDuke32 - Enhanced Duke3D Netplay! "Netplay-centric EDuke32 fork, the successor to EDuke32-OldMP."
#31 Posted 25 May 2022 - 12:30 AM
#32 Posted 27 May 2022 - 05:23 AM
#33 Posted 27 May 2022 - 08:46 AM
Nash, on 27 May 2022 - 05:23 AM, said:
No idea if and how this affects actual multiplayer, especially if not everyone has the exact same set of autoload CONtents.
There's probably a reason why the Enable "autoload" folder button is missing in the startup window.
#34 Posted 29 May 2022 - 06:20 PM
Anyway, sorry this took so fucking long, but I've put out NetDuke32 v1.1 RC1 - https://voidpoint.io...Duke32_v1.1_RC1
#35 Posted 08 June 2022 - 10:38 AM
I imagine most existing Build/Duke3d tools would work, yes?
Where would you recommend I start? I’ve made Duke3d/Eduke32 mods before but never for NetDuke32.
Thanks!
#36 Posted 09 June 2022 - 01:53 PM
Overfl0w, on 08 June 2022 - 10:38 AM, said:
I imagine most existing Build/Duke3d tools would work, yes?
Where would you recommend I start? I’ve made Duke3d/Eduke32 mods before but never for NetDuke32.
Thanks!
You can just use 7-zip (as long as you use zip format, not 7z) or SLADE.
#37 Posted 15 June 2022 - 10:53 AM
Nash, on 15 May 2022 - 04:59 AM, said:
Will there be an option to prevent deathmatch weapons from spawning in coop?
Just letting you know, this feature has been implemented and will be available in NetDuke32 v1.2.
#38 Posted 02 July 2022 - 02:09 PM
I was wondering what version of eduke NetDuke32 uses for EDUKE.CON, WEAPON.CON and if there is a mirror for the defaults available? Was there a specific version of EDuke32 that you forked from that point? I've tried using customized EDUKE and WEAPONS and it sites critical errors in EDUKE when I try to launch the game, even though when using the same files in the latest version of EDuke32 they run without issue.
Thank you so much for all of your dedication and hard work it is so much fun to be able to play dukematch and tinker with multiplayer mods again! Thank you for answering my questions, I love this community it's just the best!!!
Oh and I wanted to ask you if there were any plans to make a GUI with lists of lobbies and things for NetLauncher? If not no big deal it works great I was just thinking it could be nice to meet new duke fans!
This post has been edited by Overfl0w: 02 July 2022 - 02:13 PM
#39 Posted 08 July 2022 - 09:01 AM
Is this be the best place to track of progress for NetDuke32?
#40 Posted 10 July 2022 - 01:44 PM
Striker, on 15 June 2022 - 10:53 AM, said:
Wonderful! Looking forward to start our coop playthrough as soon as v1.2 drops.
EDIT: One other question though; I'd like to get some mods working with this port but it seems the autoload folder doesn't work... ?
This post has been edited by Nash: 10 July 2022 - 01:53 PM
#41 Posted 11 July 2022 - 10:55 AM
Nash, on 10 July 2022 - 01:44 PM, said:
EDIT: One other question though; I'd like to get some mods working with this port but it seems the autoload folder doesn't work... ?
The autoload folder works, but you need to enable it in the startup window. Also, keep in mind, EDuke32 mods that uses custom CONs might not work with this port, either because they use the later CON VM (which is far more advanced than the one in this build), or, they simply weren't made with MP in mind. Though, Vanilla mods and TCs should work just fine.
#42 Posted 24 July 2022 - 03:37 AM
I wanted to kindly request the following features for NetDuke32:
- A "Fast Item Respawn" game flag that sets item respawns to 2 seconds or so. With this enabled you might want to disable the respawn item sound effect.
- A "Keep after death" flag with options for weapons/weapons + items/weapons + items + ammo, so co-op players don't have to go scour the map for items again after they die.
- The ability for bots to engage monsters. (The bots are really awesome btw).
Another request which might not be possible but I would really love, is the ability for the host to set the co-op spawn points where they're currently standing. This would let me set a spawn point closer to the action so my friends aren't spending the majority of their time running back through the level.
Thanks very much for your work on NetDuke32 so far. I'm hoping it might create a small new renaissance for Build engine games multiplayer. Good luck with RC 1.2.
#43 Posted 30 July 2022 - 01:08 PM
Drogoganor, on 24 July 2022 - 03:37 AM, said:
I wanted to kindly request the following features for NetDuke32:
- A "Fast Item Respawn" game flag that sets item respawns to 2 seconds or so. With this enabled you might want to disable the respawn item sound effect.
- A "Keep after death" flag with options for weapons/weapons + items/weapons + items + ammo, so co-op players don't have to go scour the map for items again after they die.
- The ability for bots to engage monsters. (The bots are really awesome btw).
Another request which might not be possible but I would really love, is the ability for the host to set the co-op spawn points where they're currently standing. This would let me set a spawn point closer to the action so my friends aren't spending the majority of their time running back through the level.
Thanks very much for your work on NetDuke32 so far. I'm hoping it might create a small new renaissance for Build engine games multiplayer. Good luck with RC 1.2.
First one isn't possible since it's tied to the CON scripts, but you could make it a mod. There's a value in USER.CON that controls the item respawn time. Could make a modified version of that file that and pack it into a GRP or PK3 file. Just make sure everyone in the session has it otherwise you'll get a desynchronized game.
There's an internal flag for keeping inventory after death, so I'll look into exposing it as soon as I'm able (and remember to do it).
As for the bots, that's planned, but there's a lot of code I need to rewrite to make that happen.
#46 Posted 25 December 2022 - 07:07 PM
Merry Christmas everyone.
I haven't been able to get everything done that I wanted to, unfortunately. Still a lot of stuff I want to implement and fix. That'll have to come as a hotfix build or v1.3.
Download and Changelog Here: https://voidpoint.io.../NetDuke32_v1.2
EDIT: StrikerDM has also been updated: https://forums.duke4...post__p__376101
As a bonus, since NetDuke32 is much closer to modern EDuke32's CON featureset, I've ported Fox's Duke Nukem 64 TC to it, making the necessary changes to accommodate NetDuke32's prediction code quirks. (Along with a few bits of polish, like widescreen sprites) So, you can now play Duke 64 online for the first time in a long time, if not ever.
Download: https://shadowmaveri..._nd32_beta2.pk3
Just stick that in the mods folder, and select it when setting up a match in NetLauncher.
Just to note, there's a known issue with some sprites turning into white squares in the Duke64 TC. This is an engine bug that I'm waiting on the other Voidpoint lads to fix. If a fix comes soon, I'll update v1.2 with a hotfix.
I think after this release, I'll be taking a considerably long break. Getting this out and in a reasonable state has taken its toll on me mentally, and I'm pretty burned out.
#47 Posted 28 December 2022 - 06:40 AM
#48 Posted 07 January 2023 - 12:34 PM
Link: https://voidpoint.io...etDuke32_v1.2.1
#49 Posted 08 January 2023 - 09:51 AM
I have a question about the dukebots. Are they only functional on vanilla maps or are they capable of navigating custom/add-on content? Totally understandable if the former of course; just in my experience DM bots can vary wildly in this regard.
This post has been edited by Ninety-Six: 08 January 2023 - 09:52 AM
#50 Posted 09 January 2023 - 10:32 AM
Ninety-Six, on 08 January 2023 - 09:51 AM, said:
I have a question about the dukebots. Are they only functional on vanilla maps or are they capable of navigating custom/add-on content? Totally understandable if the former of course; just in my experience DM bots can vary wildly in this regard.
They can navigate custom maps. Really just depends on the layout. They prefer convex sectors, they have difficulties navigating concave structures, as they'll try to target a sector line that's obscured by another, and run into a wall in that case. I tried to counter this by making the bots strafe side to side if they get stuck, and even try to navigate to the last seen player's location.
#51 Posted 12 January 2023 - 12:46 PM
1. Is Alien World Order/World Tour supported? I see a few trace references to it on the site, but it doesn't show up as an option in the startup window. Do I have to put a version of ND32 in the WT folder with the stopgap, or how does that work? Or is it just unsupported as of yet? (again, totally fine if so I'm just trying to learn more about this port)
2. Is there any way to set some kind of end state for a match (i.e., certain time limit, certain kill limit, etc) or does the host have to manually switch the maps every time? I can't seem to find such options either in the menu or on the list of command line parameters.
3. How do you change how many lives you get in Survival mode? I just seem to spawn with only one.
Sorry if these might seem obvious, but I couldn't find a manual or detailed readme for this (I only found a readme for NetLauncher)
This post has been edited by Ninety-Six: 12 January 2023 - 04:12 PM
#52 Posted 12 January 2023 - 04:18 PM
Ninety-Six, on 12 January 2023 - 12:46 PM, said:
1. Is Alien World Order/World Tour supported? I see a few trace references to it on the site, but it doesn't show up as an option in the startup window. Do I have to put a version of ND32 in the WT folder with the stopgap, or how does that work? Or is it just unsupported as of yet? (again, totally fine if so I'm just trying to learn more about this port)
2. Is there any way to set some kind of end state for a match (i.e., certain time limit, certain kill limit, etc) or does the host have to manually switch the maps every time? I can't seem to find such options either in the menu or on the list of command line parameters.
3. How do you change how many lives you get in Survival mode? I just seem to spawn with only one.
Sorry if these might seem obvious, but I couldn't find a manual or detailed readme for this (I only found a readme for NetLauncher)
If using StrikerDM, it is World Tour compatible if you use the build tool linked on the StrikerDM page, and stick the resultant WorldTour_SDM.pk3 in your command line alongside StrikerDM, or in the autoload folder (make sure to enable that folder in the startup window.). If running vanilla, world tour isn't supported yet. It'll show up as Episode 12 if loaded correctly.
There is a frag limit you can set by using "fraglimit <num>" in the console.
You change your number of survival lives with fraglimit as well.
#53 Posted 12 January 2023 - 04:29 PM
Striker, on 12 January 2023 - 04:18 PM, said:
There is a frag limit you can set by using "fraglimit <num>" in the console.
You change your number of survival lives with fraglimit as well.
Thank you kindly.
#54 Posted 23 January 2023 - 06:39 PM
In fact, come to think of it, it's like the game believes it's cooperative.
This post has been edited by Ninety-Six: 23 January 2023 - 06:41 PM
#55 Posted 24 January 2023 - 12:52 AM
Ninety-Six, on 23 January 2023 - 06:39 PM, said:
In fact, come to think of it, it's like the game believes it's cooperative.
What?
Survival isn't a deathmatch/PvP mode. It's COOP with limited lives. Also, you need to restart the map/match after you set fraglimit for the number of lives, it isn't something that takes effect immediately. (Since it sets the number of lives you start with)
It's not broken, you're just not using it correctly/have a misunderstanding of what it is.
#56 Posted 24 January 2023 - 09:31 AM
Striker, on 24 January 2023 - 12:52 AM, said:
Oh. Yeah okay that makes more sense.
Striker, on 24 January 2023 - 12:52 AM, said:
I've been entering fraglimit on the prep screen, before the map even begins.
#57 Posted 25 January 2023 - 10:22 AM
Ninety-Six, on 24 January 2023 - 09:31 AM, said:
Should be taking effect, then. Basically, when you run out of lives, you cannot respawn (you can only coop-spy with K). Once all players are dead, and someone presses the "use" key, it should restart the map from the beginning with a pistol start.
#58 Posted 16 April 2023 - 05:26 PM
Last year I pretty much lived, breathed, and shat Duke3D, so I needed a break regardless.
I plan on returning to working on this in May, and I have some cool stuff on the way. (Such as backwards reconciliation for hitscans, and new packet code that'll hopefully cut down on latency, and allow a bunch of new stuff to be done with the game.)
#59 Posted 16 April 2023 - 11:32 PM
#60 Posted 23 April 2023 - 08:04 AM
I place the skyboxes.zip file into the "mods" folder in Netduke32, have selected the "mods" folder from the startup launcher, but the skyboxes don't show up in-game. I also tried renaming it from ZIP to PK3 but still no dice.
PS get well soon Striker!