status of eduke multiplayer?
#1 Posted 02 September 2010 - 03:04 PM
I'd love to run eduke at more langames, but I need to get it working first. Am I doing somethign wrong?
#3 Posted 02 September 2010 - 04:16 PM
#4 Posted 03 September 2010 - 05:00 AM
#5 Posted 03 September 2010 - 06:57 PM
#6 Posted 04 September 2010 - 10:30 PM
I have found two interesting posts which might help you if you really want to do multiplayer
http://forums.duke4....?showtopic=1237
-Last post, he found an old version of DukePlus that works with eduke32 (an October 2009 build)
-Not sure if/when the multiplayer code was changed in eDuke
http://forums.duke4....?showtopic=2282
-December 30, 2008 version of eDuke32 "works perfectly"
-Maybe you could use this with that old DukePlus version?
-There are some links to download the compiled code, but here's a link to the source revision: http://eduke32.svn.sourceforge.net/viewvc/...p;revision=1195
-Also, if you want to try different revisions of the new code to find one that works best, here's the source tree for the network code: http://eduke32.svn.sourceforge.net/viewvc/...32/source/enet/ you can see when a file was last changed, and if you click on the file name it will give you a list of revisions that the file was changed.
eDuke32 appears to have rewritten the networking code around December 5th 2009, and apparently the networking code has never fully worked (from what I've read - can't find this info in one place). I'm trying to put a pack together with all the files I need to do multiplayer (so my friends and I will have the same code), and I'm thinking of using the latest Duke Plus and eDuke32 for single player games, and having YANG set up to run either xduke or the old version of eduke32 for multiplayer.
For DukePlus, it looks like it hasn't had any complete re-writes, just updates. I'm not sure how much they've changed in the eduke32 source (if any, I can't seem to find that anywhere, or even if you can run Duke Plus with a different version of eduke32). If nothing's really changed in the eduke32 source, and you could find the old version that worked with networking, and identify the version that stopped working, you might be able to blast through the networking issues. If all of the code is in the CON files, you should be able to apply the changes between versions to the working copy, and when it stops working you've identified what caused the problems. Then test newer versions with the fix applied, and keep going until you've arrived at the latest version.
Please forgive any ignorance, I haven't worked with Duke Nukem for quite a few years.
This post has been edited by BrentNewland: 04 September 2010 - 11:08 PM
#7 Posted 05 September 2010 - 03:30 PM
http://www.proasm.co...uke3dw_v420.zip
This post has been edited by Skulldog: 05 September 2010 - 03:33 PM
#8 Posted 04 June 2011 - 11:34 PM
#9 Posted 05 June 2011 - 12:50 AM
#10 Posted 24 January 2012 - 03:08 PM
#11 Posted 24 January 2012 - 03:39 PM
#13 Posted 24 January 2012 - 04:48 PM
This post has been edited by Hendricks266: 24 January 2012 - 04:48 PM
#15 Posted 25 January 2012 - 02:12 PM
#16 Posted 25 January 2012 - 02:20 PM
#17 Posted 25 January 2012 - 02:45 PM
You can't push people to do it though. Real Life happens, jobs happen, people have families and responsibilities. You can't ask them to put all that to one side and spend all their lives coding. The animation system has been on the back burner for years, the Polymer is desperately in need of tweaking to be really useable for mods - there is a lot of stuff that needs doing.
Unless we get a couple of more coders on board, I'm thinking it's going to take a while.
#18 Posted 25 January 2012 - 03:20 PM
ach my dream is to play with Dukeplus mod on multi
#19 Posted 25 January 2012 - 05:09 PM
Tea Monster, on 25 January 2012 - 02:45 PM, said:
We don't necessarily need more coders, we just need more time. Bringing on new coders runs the usual risks of having someone not understand the project's "philosophy" and coding style. In other words, they might do something that against the grain.
Similarly, the people who know best how to do stuff are the people that built the project or particular feature in question. Plagman is the man for the job for anything Polymer-related. TX and/or Helix could handle the MP code.
(I idle in #eduke32 and this is where I have gotten these impressions.)
#20 Posted 25 January 2012 - 06:27 PM
#21 Posted 25 January 2012 - 06:36 PM
TX, on 25 January 2012 - 06:27 PM, said:
Why not offer that job on duke4.net's frontpage?
#22 Posted 25 January 2012 - 07:52 PM
TX, on 25 January 2012 - 06:27 PM, said:
Could you use the original netcode for multiplaying? Not the -server or -connect version but the /net n0:2 or /net n xxx.xxx.xx.xx (ip address) version. The last original netcode with Polymer I believe is version 20091213-1566. Could that be improved at all?
#23 Posted 25 January 2012 - 07:56 PM
LeoD, on 25 January 2012 - 06:36 PM, said:
^Thats a good idea.
#24 Posted 25 January 2012 - 08:07 PM
Deadmeat_1971, on 25 January 2012 - 07:52 PM, said:
Re-implementing the old netcode defeats the purpose of making the new system. If you want the old code, use an old eduke32. As for improving the old code, that's not even possible; it's about as good as it's going to get. That's why we're moving to a new system in the first place.
You're new here, so welcome, and I'll explain why the new code, when finished, will be better:
1) It never goes out of sync.
2) It will work flawlessly with mods and TCs.
3) You can join a game with a custom map, without having a copy of the map.
4) In-game joining
There are probably more benefits, but these 4 alone are worth waiting a year for.
#25 Posted 25 January 2012 - 09:16 PM
Deadmeat_1971, on 25 January 2012 - 07:52 PM, said:
It would take a ton of work to put all the old code (scattered across the source files) back in, and TX would never allow it. The old code sucks, period. It did its job in 1996 but not in 2012.
#26 Posted 26 January 2012 - 09:30 AM
Micky C, on 25 January 2012 - 08:07 PM, said:
You're new here, so welcome, and I'll explain why the new code, when finished, will be better:
1) It never goes out of sync.
2) It will work flawlessly with mods and TCs.
3) You can join a game with a custom map, without having a copy of the map.
4) In-game joining
There are probably more benefits, but these 4 alone are worth waiting a year for.
Those reasons alone is good enough for me to wait for years The problem is, the better is sounds, the less i want to wait
This post has been edited by rasmus thorup: 26 January 2012 - 09:31 AM
#27 Posted 26 January 2012 - 09:33 AM
Micky C, on 25 January 2012 - 08:07 PM, said:
You're new here, so welcome, and I'll explain why the new code, when finished, will be better:
1) It never goes out of sync.
2) It will work flawlessly with mods and TCs.
3) You can join a game with a custom map, without having a copy of the map.
4) In-game joining
There are probably more benefits, but these 4 alone are worth waiting a year for.
So, if we failed with a friend each time we tried it, it's because there's no more a really netcode in eDuke32 if I get all well?
I quoted the features because when I visited these forums yesterday for the first time since some time (I play some week-ends Duke with the friend, but I'm less looking for updates than before), I've seen the bumped thread (This one), and since replies were encouraging and giving details I subscribed to it... Just knowing these details are enough for me. I guess coding a proper and brand new netcode with such features isn't easy and requires some knowledge... So the time does not matter. We have xDuke and some other ports already, and when eDuke32 will be ready it will be eDuke32 only, IMO x)
What about the support of HRP? I remember when the netcode where still in (I mean when we played eDuke32 in co-op with a friend, last time I saw him moving, but he wasn't able to see me, and each of us could kill pig cops independently...), the HRP caused lag and sync issues; Is it on To-Do list, or was it the connection of the host?
#28 Posted 26 January 2012 - 02:56 PM
Mateos, on 26 January 2012 - 09:33 AM, said:
The development of the MP code has not yet gotten to the point where we are testing for performance (such as concurrent HRP usage) and preventing cheating. However, sync issues should not exist like they have in the past since deltas are transmitted rather than each player's input.