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EDuke32-OldMP

User is offline   Striker 

  • Auramancer

#181

Another release. This one has a ton of fixes. Release notes within: https://gitlab.com/m...oldmp_release_5
4

User is offline   Striker 

  • Auramancer

#182

Release 6 was put out a couple of days ago, but I forgot to link it here.

So, here it is: https://gitlab.com/m...oldmp_release_6
2

User is offline   Master O 

#183

View PostHendricks266, on 01 June 2013 - 12:44 PM, said:

EDuke32-OldMP
Cobbled together by Hendricks266
Maintenance by Striker

Download: https://gitlab.com/m...intenance/tags/


This port has one purpose and one purpose only: to provide a usable EDuke32 in online multiplayer in the interim of the completion of the client-server rewrite.


How's that coming along?
0

User is offline   Striker 

  • Auramancer

#184

Not a whole lot to say yet. It's being worked on though. Still figuring out how to best handle CON in client/server, and a lot of stuff still needs fixing.
0

#185

View PostStriker, on 15 June 2017 - 02:07 PM, said:

Not a whole lot to say yet. It's being worked on though. Still figuring out how to best handle CON in client/server, and a lot of stuff still needs fixing.

The problem with build is you can't do prediction because you have to assume everything can fucking change and any time. The only two solutions I can think of is to force sync the deltas between sprite/sector/wall arrays which will take a lot of bandwidth or let the game logic run on both client and server, let it modify the sectors and walls, and only sync sprites/player movement from the server. If the game runs out of sync you'll have to update the correct state from the server, which means there would be visible snapping in areas that are out of sync. You would also have to force update con script vars from the server.

This post has been edited by icecoldduke: 15 June 2017 - 02:49 PM

0

User is offline   Mark 

#186

Am I on the wrong track in thinking that close to 98 percent of deathmatch maps have static geometry which means way less sector and wall changes to monitor for change? So syncing will be less of an issue?

Ah, never mind. I forgot all about co-op mode for single player maps with all sorts of changing map geo possibly in them.
0

User is offline   Kyanos 

#187

I can say from my experience that elevators are a great source for sync errors. The height speed ratio needs to be stable or divisible evenly if I am explaining it good enough. Anyways, yeah moving sectors have been known to cause lag issues at the best of times.

This post has been edited by Drek: 15 June 2017 - 03:21 PM

0

User is offline   TerminX 

  • el fundador

  #188

View Posticecoldduke, on 15 June 2017 - 02:42 PM, said:

The problem with build is you can't do prediction because you have to assume everything can fucking change and any time. The only two solutions I can think of is to force sync the deltas between sprite/sector/wall arrays which will take a lot of bandwidth or let the game logic run on both client and server, let it modify the sectors and walls, and only sync sprites/player movement from the server. If the game runs out of sync you'll have to update the correct state from the server, which means there would be visible snapping in areas that are out of sync. You would also have to force update con script vars from the server.

Well, at least someone outside the team understands why client/server hasn't been fully achieved yet.
0

#189

You guys have to make the data more deterministic in order to get multiplayer working properly. Instead of syncing each sector you would sync the state of each sector effector for example. So if you have a sector effector for a door, you would not sync each frame of movement you would only sync if the state of the sectoreffector is open or closed. So the client and server both execute the simulation but what simulation gets executed is determined by the server. Unfortunately this means a lot of code changes, and existing mods would have to be modified to work in multiplayer; but I can't see any other way to get this done.
0

User is offline   TerminX 

  • el fundador

  #190

Yep, you aren't saying anything we don't already know. It's a tough task but we actually have most of it figured out at this point.
4

User is offline   Striker 

  • Auramancer

#191

A new release of EDuke32-OldMP: https://gitlab.com/m...aintenance/tags
Just fixes the fraglimit in Team Dukematch, defaults r_downsize to 0 (like modern EDuke32), and backports EVENT_PREGAME (needed for a mod).
0

User is offline   Micky C 

  • Honored Donor

#192

View PostTerminX, on 15 June 2017 - 04:18 PM, said:

Yep, you aren't saying anything we don't already know. It's a tough task but we actually have most of it figured out at this point.


It would be great if something as complex as the AMC TC could be made to work flawlessly with the new MP. There's a LOT of content for both vs and coop gameplay.
0

User is offline   Striker 

  • Auramancer

#193

EDuke32-OldMP_Maintenance Release 8 is now out.

https://gitlab.com/m...oldmp_release_8

Release notes within.
2

User is offline   Striker 

  • Auramancer

#194

Stupid me rushed things, and I ended up introducing a ton of bugs. They should be fixed now in release 9: https://gitlab.com/m...oldmp_release_9
3

User is offline   Striker 

  • Auramancer

#195

https://gitlab.com/m...ldmp_release_10

Release 10 is out. Just adds raw mouse/keyboard input from modern EDuke32.

BTW, ever since release 9, I've noticed there's a bug with the automap's lines not matching the sectors in widescreen... not sure how to fix.
3

User is offline   Striker 

  • Auramancer

#196

New release.
https://gitlab.com/m...ldmp_release_11
5

User is offline   Jblade 

#197

Thanks for your work on these - I really wish I had time to work on a seperate branch of the AMC TC to utilise this for co-op purposes...but if I get some more time next year I'll definitely try and at least get something like Nuclear Showdown working with it
0

User is offline   Paul B 

#198

View PostStriker, on 09 December 2017 - 04:16 PM, said:




You sneaky guy ! I'll try and keep a current version posted here as well: http://www.dukemaps.net/?page_id=38

Keep up the great work!
0

User is offline   Striker 

  • Auramancer

#199

EDuke32-OldMP Release 12 with the Discord Matchmaker has been released!

https://gitlab.com/m...ldmp_release_12


7

User is offline   Striker 

  • Auramancer

#200

EDuke32-OldMP Release 13 is out! Metric fuckton of fixes and improvements in this one.
https://gitlab.com/m...ldmp_release_13

This post has been edited by Striker: 16 March 2018 - 09:52 PM

4

User is offline   Striker 

  • Auramancer

#201

Since I'm a worthless fucking idiot, please re-download EDuke32-OldMP Release 13: https://gitlab.com/m...ldmp_release_13
I fucked up the discord launcher, gimping it entirely into non-functionality, and needed to fix it.

This post has been edited by Striker: 18 March 2018 - 10:37 AM

1

User is offline   Striker 

  • Auramancer

#202

*sigh* Re-uploaded yet again. Since I didn't realize I forgot to commit the -net command instructions in the command help menu (-? command) before reverting experimental changes in my repo a while back.

https://gitlab.com/m...ldmp_release_13

I need to stop working on stuff when I'm lacking sleep.

This post has been edited by Striker: 19 March 2018 - 01:14 PM

0

User is offline   Paul B 

#203

View PostStriker, on 19 March 2018 - 12:26 PM, said:

*sigh* Re-uploaded yet again. Since I didn't realize I forgot to commit the -net command instructions in the command help menu (-? command) before reverting experimental changes in my repo a while back.

https://gitlab.com/m...ldmp_release_13

I need to stop working on stuff when I'm lacking sleep.



Don't be too hard on yourself, it's human to error. I'll update the download again at DukeMaps.net. Keep up the great work!

This post has been edited by Paul B: 19 March 2018 - 01:34 PM

0

User is offline   Striker 

  • Auramancer

#204

EDuke32-OldMP Release 14 is out. Fixes netcode desync in cross-platform play between Linux and Windows. Also fixes a bug that was royally pissing me off.

Sorry for so many releases in rapid-fire... it's been rough tracking down every issue.

https://gitlab.com/m...ldmp_release_14
3

User is offline   Striker 

  • Auramancer

#205

Just released EDuke32-OldMP Release 15. This doesn't have much aside from some stability improvements and the ability to create detailed crash logs if the game shits itself. This will help me in improving stability in the future.

https://gitlab.com/m...ldmp_release_15

If you get any crashes, please send your crash.log file here, or in the the gitlab repo as an issue tracker ticket.
3

User is offline   Striker 

  • Auramancer

#206

EDuke32-OldMP Release 16 has been released.

This just fixes an access violation that can occur with hitscan trails. (Such as the ones for the railgun in StrikerDM)

https://gitlab.com/m...ldmp_release_16
1

User is online   Danukem 

  • Duke Plus Developer

#207

Does that access violation happen in the main branch of Eduke32? I use a lot of hitscan trails myself.
0

#208

This is a bright Gem, something that many people were dreaming about, play Duke Nukem online! Please don't wake me up if am sleeping. THAAAANKS!!

I tried it and it works fine, even the Discord part! But i don't understand 1 thing now; whenever i set "mods" as custom folder (to use the .pk3 file), for some reason when i get some weapons like chaingun, rpg and even the "special ones" like plasma rifle, incinerator etc.. (does not matter if stock maps or custom ones), is like i got nothing, i can't use these weapons, they are not in my equipment.
If i set "none" as folder i can use all the standard weapons again.

Also, there are some Discord groups to play with? Please, can you point us some of them? I'm also searching if is possible to play both for fun and competitively (do i need Meltdown to play competitively?)

Thanks again!

This post has been edited by The Battlelord: 01 September 2018 - 09:31 AM

0

User is offline   Striker 

  • Auramancer

#209

View PostTrooper Dan, on 01 September 2018 - 02:27 AM, said:

Does that access violation happen in the main branch of Eduke32? I use a lot of hitscan trails myself.

No. In modern EDuke32 the bounds check is in the right spot.

This post has been edited by Striker: 01 September 2018 - 12:14 PM

0

User is offline   Striker 

  • Auramancer

#210

And another build of EDuke32-OldMP is out!

This one is a big deal, since it makes some rather major changes, such as a switch to the rancidmeat netcode (aka, the best netcode EDuke32 had before it was removed for C/S). More details in the release notes.

https://gitlab.com/m...ldmp_release_17

This post has been edited by Striker: 05 September 2018 - 06:35 PM

0

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