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Client/server multiplayer prototype issues thread

User is offline   ReaperMan 

#91

View PostJuras, on Sep 9 2010, 08:03 AM, said:

My short point of view on this entire topic about Meltdown:
Meltdown and Yang should work on the same servers like it was while ago.
The full duke3d.grp file should be deleted for downloads.
Meltdown should include info about Yang source.
Will be all right then?


Yes, if those where done it would be fine. Seriously though everyone should know that passing around the full duke3d.grp is a something you should never do.
0

User is offline   Skulldog 

#92

View PostThe Commander, on Sep 8 2010, 03:19 PM, said:

When it's done there will be no need for game launchers because you will find games and host them inside of eduke32 like modern games do now.


We will be playing DNF my that time. The Eduke32 Team has a little time, but not much.
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User is offline   ReaperMan 

#93

View PostSkulldog, on Sep 9 2010, 12:58 PM, said:

We will be playing DNF my that time. The Eduke32 Team has a little time, but not much.


There will still be people who want to play Duke 3D after that.
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User is offline   Skulldog 

#94

View PostReaperMan, on Sep 9 2010, 01:00 PM, said:

There will still be people who want to play Duke 3D after that.


Yes, and I will be one of the ten players.

This post has been edited by Skulldog: 09 September 2010 - 04:27 PM

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User is offline   Lunick 

#95

Ill still be playing
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User is offline   Cam 

#96

I love this project and I really would love to contribute, especially to improve multilayer. My friend and I used to play netplay years ago with 2 windows 95 (or 98) machines! We recently tried to relive this with eDuke32 but ran into really frequent crashes. What I wanted to ask is, would it be beneficial for me to accurately document all these crashing scenarios? IE capture video of both client and server and document the eDuke32 logs and windows error messages that occur? I have access to test windows to windows, ubuntu to windows and ubuntu to ubuntu. Before I document it all I just wanted to know whether it would be of any use or maybe all the problems have already been identified and just need to be fixed. Please let me know, I'd love to be able to help!

PS. I'm so excited about Duke Nukem Forever! But I will still play Duke Nukem 3D for nostalgia! It has such a great feel to it! :D
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#97

It wouldn't help to report anything at this point because TX is still completely rewriting the multiplayer code. Anything you report would be completely irrelevant.
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User is offline   Cam 

#98

View PostMusicallyInspired, on Sep 12 2010, 12:52 AM, said:

It wouldn't help to report anything at this point because TX is still completely rewriting the multiplayer code. Anything you report would be completely irrelevant.


Yeah ok. Thanks.
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User is offline   Replica 

#99

Wonder if this crash log would help.

A player I know always crashed in single player allot and in multiplayer when running up the stairs usually facing it.
Generated crash log using synthesis / 20101107-1724.
I believe it crashes on the others too the newer ones.

Only he had the crash maybe related to the operating system he was using.

vista 64 bit ultimate
intel quad core Q9550
and ati radeon hd 4870 x2

The user map the crash happened to him we used one of my old beta maps that was just an edit of a k3 map - http://yang-online.c...3edukebeta3.map

Posted Image


This was the place it happened however in my final map I fixed the crash he was having by tidying up and making them less sectors or so on the steps.
Shown on this map that worked fine mostly for netplay tests on the new eDuke32 Prototype with reduced clipping bugs etc to njoy a netplay game with 4 players.
http://yang-online.c...3edukefinal.map

Now the fixed stairs looked like this


Posted Image



And here is the crash log he generated on his computer

http://yang-online.c...duke32.crashlog



Hope that shows something positive.
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User is offline   Skulldog 

#100

TX, are you still working on the new Multiplayer code?
0

User is offline   Juras 

#101

Multiplayer code is very disappointing, it always was the weakest part of eduke port.
0

User is offline   TerminX 

  • el fundador

  #102

View PostSkulldog, on Feb 24 2011, 09:19 PM, said:

TX, are you still working on the new Multiplayer code?

Yes. I have a bunch more changes relating to it to commit sometime in the near future. :P Bandwidth usage is lowered and stability is improved, and the beginnings of a dedicated server mode are working.
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User is offline   Skulldog 

#103

Dedicated sever! Sweeeeet said the guy on the trojans-new-vibrator-commercial.

http://bossip.com/293591/trojans-new-vibra...ack-video69691/
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User is offline   Skulldog 

#104

I tried the latest synthesis build r1806 for Multiplayer. Shrink Ray has a problem when client shoots the host, you get a radical gib
of fireworks. Freeze ray raises the player you shoot off the floor a little bit. Client connects to host very well now. Sometimes the
client screen is laggy or has the earthquake shaking effect. Client player no longer dies on respawn.

Singleplayer, all the new mods crash at startup, or some point early ingame. Box with this error pops up.

An error has occurred in the EDuke32 virtual machine.

If you are an end user, please e-mail the file eduke32.log
along with links to any mods you're using to terminx@gmail.com.

If you are a mod developer, please attach all of your CON files
along with instructions on how to reproduce this error.

This happens with Nuclear Winter Plus, Caribbean Plus, Duke Plus, DNE. and Attrictions.


EDuke32 2.0.0devel 20110109
Application parameters: -game_dir DukePlus
Using C:/Eduke32/ for game data
Using DukePlus/ for game data
Windows Vista (build 6.0.6002) Service Pack 2w/ nedmalloc.dll
Initializing DirectDraw...
Searching for game data...
Using C:/Eduke32/DukePlus/ for game data
Using 'duke3d.grp' as main game data file.
Using file 'autoload/polymer_hrp180.zip' as game data.
Using file 'autoload/polymer_mhk.zip' as game data.
Compiling: EDUKE.CON (38 bytes)
Including: DukePlus/dpcons/DUKEPLUS.CON (426322 bytes)
Using DEF file: dukeplus.def.
Wrote eduke32.cfg
Wrote settings.cfg
Using config file 'DukePlus/dp.cfg'.
Including: DEFS.CON (35992 bytes)
Including: USER.CON (45482 bytes)
Including: DukePlus/dpcons/DEFSPLUS.CON (57399 bytes)
Including: DukePlus/dpcons/USERPLUS.CON (59323 bytes)
Including: DukePlus/dpcons/LIGHTS.CON (26078 bytes)
Including: DukePlus/dukebike/DUKEBIKE.CON (88226 bytes)
Including: DukePlus/dpcons/HUDPLUS.CON (68266 bytes)
Including: DukePlus/dpcons/PLAYERPLUS.CON (138698 bytes)
Including: DukePlus/dpcons/MONSTERPLUS.CON (233111 bytes)
Including: DukePlus/dpcons/CIVILIANS.CON (12820 bytes)
Resizing code buffer to 132094*4 bytes
Script compiled in 1329ms, 132086*4b, version 1.4+
3112/11264 labels, 761/2048 variables
317 quotes, 46 strings, 40 events, 442 actors
Initialized 24.0M cache
Loading 'dukeplus.def'
Warning: defined hightile replacement for empty tile 9000. Maybe some tilesXXX.art are not loaded?
Warning: defined hightile replacement for empty tile 9001.
Definitions file 'dukeplus.def' loaded.
Using .RTS file 'DUKE.RTS'
Initializing OSD...
Initializing DirectInput...
- Enumerating attached game controllers
- No game controllers found
Uninitializing DirectInput...
Executing "autoexec.cfg"
Disabling desktop composition...
Setting video mode 1440x900 (32-bit fullscreen)
OpenGL Information:
Version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
Initializing music...
Initializing sound...
Load tile 2492: p0-m4-e0 highres/screen/menu/2492_version.png... 108 ms
Load tile 2493: p0-m4-e0 highres/screen/menu/2493.jpg... 52 ms
Load tile 49: p0-m4-e0 highres/screen/hud/0049_shotgunammo.png... 17 ms
Load tile 49: p1-m4-e1 ... 9 ms
Load tile 49: p6-m4-e3 ... 10 ms
Load tile 49: p251-m4-e9 ... 10 ms
Load tile 502: p0-m4-e0 highres/textures/0502_d.png... 11 ms
Load tile 502: p1-m4-e1 ... 7 ms
Load tile 502: p6-m4-e3 ... 6 ms
Load tile 502: p251-m4-e9 ... 6 ms
Load tile 2462: p0-m4-e0 highres/screen/hud/2462_statusbar.png... 13 ms
Load tile 2462: p1-m4-e1 ... 5 ms
Load tile 2462: p251-m4-e9 ... 5 ms
Load tile 6346: p0-m4-e0 DUKEPLUS_RESOURCES/GRAPHICS/firelaser.png... 12 ms
Cache time: 3277ms
S_PlayMusic(): error: can't open '/NULLSOUND.mid' for playback!
E5L1: DUKE PLUS HUB

117991: 8 definelevelname 258356168
117993: 31337 nullop
117994: 14869 else 258356188
117996: 14870 setvarvar 431 380
117999: 14872 break
118000: 14873 break
118001: 14874 endswitch
118002: 14876 ifvare 396 2 258356228
118006: 14876 setvar 396 1
118009: 14878 ends
118010: 14882 ifactor 507 258356364
118013: 14883 ifvare 399 1 258356364
118017: 31337 {
118018: 14885 getactor 253 3 431
118022: 14886 ifvarand 431 256 258356332
118026: 31337 {
118027: 14886 xorvar 431 256
118030: 14886 setactor
current actor: 18 (1405)
g_errorLineNum: 0, g_tw: 507
An error has occurred in the EDuke32 virtual machine.

If you are an end user, please e-mail the file eduke32.log
along with links to any mods you're using to terminx@gmail.com.

If you are a mod developer, please attach all of your CON files
along with instructions on how to reproduce this error.

Thank you!
Wrote DukePlus/dp.cfg
Wrote DukePlus/dp_settings.cfg
Uninitializing DirectDraw...
0

User is offline   Micky C 

  • Honored Donor

#105

Just like to say thanks for your continued development of the multiplayer code TX, both my computers are free up again so I'll be Dukematching over lan with a friend sometime within the next 2 months. Thank god lan seems more stable than playing over internet (from past experience).
0

User is offline   Stabs 

#106

yer i have 2 pcs now aswell so i can test a few things, i prolly should include 1 or 2 mp maps with DNE.

as soon as we have dedis ill host one for aus players

This post has been edited by DanM: 02 March 2011 - 03:44 AM

0

User is offline   TheCycoONE 

#107

A friend and I were just attempting to play, both on 64bit windows, both with the same copy of eduke32 (March 23rd 2011 windows synthesis build).

We were playing Duke Nukem 3D Atomic Edition with 8bit graphics (no polymer, polymost or any mods)

We were playing e1l1.

In all cases whoever was the client would flash between two locations for the server user. (e.g. they would flash between in the air and on the ground several times per second right away, further in they would be in two completely different locations.)
In one game whenever the client was falling they were always in slow motion.
The fire in the dumpster would stop and start animating (I'm not sure why)
In co-op with monsters the game got very out of sync - this did not seem to happen in death match without monsters (except for the flashing bug above)
Joining a game in progress caused the duke to show up for the server, but the client was still at the menu.
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#108



And a crash log, not sure if this contains much info.
http://pastebin.com/xGAHy8MQ

This post has been edited by The Commander: 18 April 2011 - 07:15 AM

0

User is offline   Mateos 

#109

Sorry to bump, but any more news about MP, and what can players do to help?

Is there a special alpha build to play MP atm?
0

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#110

Nothing new...
*cough cough* Helix to the rescue?
0

User is offline   TerminX 

  • el fundador

  #111

This thread will be re-opened when multiplayer progresses further.
1

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