EDuke32-OldMP
#181 Posted 27 January 2015 - 06:53 AM
#182 Posted 07 September 2016 - 03:05 PM
Last month I was talking with my friend about the old days, and the LAN parties playing Duke Nukem. A bunch of us would get together, play our brains out for hours, get pizza, and play some more. With the new Windows XP, and compatibility issues, we moved on. We still have our registered version CD's in deep storage, and I knew that Duke Nukem source code was placed into public domain from other sites. I said I would see if a Windows version was made from the released code. I found eDuke32. Awesome! However reading the wiki for multiplayer setup, the deep disappointment came over me when I read that multiplayer was 'Broken'. But I did see the eDuke32-oldmp was still viable for multiplayer. I thought... "Groovy'.
Over the weekend we converged to get some Dukematches going. I found this forum, and Hendricks266 provided information was key. We made batch files to launch eDuke32-oldmp into network more. Playing the original levels got old after a while, so we wanted to play user maps. Couldn't get it to work. Don't know why - either I was setting up the batch files wrong, or eDuke32-oldmp was incapable of playing dukematches with user levels. We did get user maps working for single player games. We need the forum's help for answers.
Here is what was done:
Player 1 (host) IP address: 192.168.0.114
Player 2 (client) IP address: 192.168.0.133
----- player1 batch file ---------------------------------------------
eduke32-oldmp.exe /net /n1 192.168.0.133
------------------------------------------ eof -------------
----- player2 batch file ---------------------------------------------
eduke32-oldmp.exe /net 192.168.0.114 /n1
------------------------------------------ eof -------------
For two player game, this works fine. Graphics was clean, play was stable, synced, and a pleasure playing.
Now, to test loading a map file, the map file was placed in a sub folder, and the 'Custom Game Content Directory' drop down pointed to the sub folder that the game was in. The user map was entered into the batch file without network info, and eDuke32-oldmp loaded and ran the user map without hesitation.
----- player1 batch file ---------------------------------------------
eduke32-oldmp.exe -map usermap.map
------------------------------------------ eof -------------
This worked on both systems. Works great.
Doesn't work when loading for dukematch, we get the same old original levels.
----- player1 batch file ---------------------------------------------
eduke32-oldmp.exe -map usermap.map /net /n1 192.168.0.133
------------------------------------------ eof -------------
----- player2 batch file ---------------------------------------------
eduke32-oldmp.exe -map usermap.map /net 192.168.0.114 /n1
------------------------------------------ eof -------------
This didn't work. Tried all kinds of variants, no go. What did I do wrong? Is there a way to Dukematch using user maps?
I suppose Duke Nukem 20th Anniversary Edition *may* solve this, but I rather use a superior product like eDuke32.
#183 Posted 09 September 2016 - 07:09 AM
http://static.jonof....leasenotes.html
^jfduke3d command line is closer to oldmp than the eduke wiki
Also this may be sort of helpful. It doesn't select maps though, but you can probably edit it to work that way if wanted.
https://forums.duke4...oldmp-launcher/
#184 Posted 09 September 2016 - 02:38 PM
I have been to the first link you posted.
Got the /n1 option to work, but is the /n0 option broken on this one as well?
I think I may be in the mood to write a loader for this.... think I will use multicast for communications and coordination, create and execute batch file, select and copy the custom map file to a fixed name in root directory. Sounds like a plan...
#185 Posted 02 October 2016 - 03:59 PM
All the third party maps are placed under a single folder. The loader program reads in all the map files (over 2800), weeds out the duplicates, and left with about 2172 unique maps. There are duplicate map names, so file size is used as unique map identifier. There is two drop down menus for map selection - one is the starting letter/number of map names, and the second is the selector within that group. Suppose you know there is a map called "FragCity.map", the first drop down selects "F", and "FragCity.map" is selected by second drop down. The map name loading process takes a couple of seconds.
The loader program displays the IP address. There is a text box which all the players IP addresses is entered, followed by Return for each IP address. On game launch, the IP addresses are sorted, and entered into the batch file. The users IP address uses -n1:{Number of Players} instead of IP address. This works well.
The second part of this program, which is now being written, uses TCP for connection, auto loading IP addresses from all clients, and the map name is sent out. If the client doesn't have the map, the map is downloaded to that client, and written as "Dukeit.map" in the eDuke32 directory. A copy may be deposited in the user map folder (like a permanent cache). All the other parameters will be set automatically by the TCP message from the Host. This should automate the entire process.
By the way... "eduke32-oldmp.exe -help" helped a lot.
#186 Posted 17 October 2016 - 01:39 PM
#187 Posted 09 November 2016 - 11:33 AM
Tea Monster, on 17 October 2016 - 01:39 PM, said:
The Ninja Debug one isn't it?
#189 Posted 29 November 2016 - 08:00 PM
#191 Posted 09 April 2017 - 02:53 PM
The provided link to eduke32-oldmp links to: http://dukeworld.duk.../eduke32/oldmp/
which provides eduke32-oldmp-20120912.7z which seems to be a 2012 build.
Is it possible to either:
- create a fork of oldmp, and merge in the graphics code (HRP support, polymer, etc)
- create a fork of latest eduke32, and merge in old network code
The reason is I WANT to play multiplayer with best graphics for frag-movie-creation-purposes.
Otherwise, is it possible to playback a recorded multiplayer demo from oldmp in latest eduke32?
#192 Posted 09 April 2017 - 03:01 PM
andwan0, on 09 April 2017 - 02:53 PM, said:
The old multiplayer is sync-based, and the stalls that result from loading and using highres content make hell for proper networking performance.
andwan0, on 09 April 2017 - 02:53 PM, said:
Not worth the effort.
andwan0, on 09 April 2017 - 02:53 PM, said:
Demos are tied to savegames, which have periodically changed format over the years.
andwan0, on 09 April 2017 - 02:53 PM, said:
My suggestion would be to reconsider what you feel to be the best graphics.
#193 Posted 08 May 2017 - 08:06 PM
Release notes are within. This new build should be less prone to issues than the last version, especially with mods.
I've spoken with Poda, the maker of Meltdown, he should be updating the included EDuke32-OldMP with this one soon hopefully. I've also discussed about getting support for frag limits right in the client.
If you have issues getting it to run, let me know.
This post has been edited by Striker: 08 May 2017 - 08:21 PM
#194 Posted 08 May 2017 - 08:22 PM
#195 Posted 09 May 2017 - 04:15 AM
#196 Posted 09 May 2017 - 04:20 AM
This post has been edited by Mark.: 09 May 2017 - 04:47 AM
#197 Posted 09 May 2017 - 07:21 AM
Newcomer, on 09 May 2017 - 04:15 AM, said:
That has nothing to do with 64-bit machines. That's a missing DLL. I'll see what I can do.
EDIT: Uploaded a new copy with the files needed, give it a shot now. https://gitlab.com/m...oldmp_release_3
This post has been edited by Striker: 09 May 2017 - 07:31 AM
#198 Posted 09 May 2017 - 08:12 AM
#199 Posted 09 May 2017 - 04:10 PM
Noticed players carrying weapons forward into the next match.
#200 Posted 09 May 2017 - 05:38 PM
P_ResetInventory(p->frag_ps); P_ResetWeapons(p->frag_ps);
#201 Posted 09 May 2017 - 06:09 PM
Drek, on 09 May 2017 - 04:10 PM, said:
Noticed players carrying weapons forward into the next match.
Old EDuke32 bug that only happens in Offline play against bots. Haven't looked into it yet. Your change is a misguided one, because this bug also affects nukebuttons, not just the frag limit. Putting that bit of code there will only fix it for the player who hit the frag limit (other players will still keep their guns), and won't fix nukebuttons.
This post has been edited by Striker: 09 May 2017 - 06:25 PM
#202 Posted 09 May 2017 - 06:21 PM
This will be the last for a few weeks I think, I just wanted to get the long-standing known issues out of the way.
Later I'll investigate the sound issues, and see what I can do about the inventory not being reset between maps in bot matches.
This post has been edited by Striker: 09 May 2017 - 06:23 PM
#203 Posted 09 May 2017 - 07:13 PM
Striker, on 09 May 2017 - 06:09 PM, said:
I only tested with 1 bot. It doesn't work with more.
This post has been edited by Drek: 09 May 2017 - 07:24 PM
#204 Posted 09 May 2017 - 08:05 PM
#205 Posted 11 May 2017 - 06:55 PM
#206 Posted 11 May 2017 - 07:00 PM
The reason for this, is we don't want any forking of CON features.
The only things going forward are going to be bugfixes, and possibly the addition of time limits.
This post has been edited by Striker: 11 May 2017 - 07:01 PM
#208 Posted 13 May 2017 - 01:28 PM
Hendricks266, on 11 May 2017 - 07:10 PM, said:
Well that was a puzzle and a half, I had to loop through players in event game to get other players names. I came up with this to populate a list of quotes with names. Any suggestions on where to improve this mess?
#210 Posted 14 May 2017 - 05:51 AM
I've got a custom fragbar now, with a top three leader board. First issue I encountered was not being able to remove the original fragbar (and render the game there) so I ended up drawing mine over it. The other thing was getting the fraglimit. I hacked it in to source so I could access fraglimit in con and announce winners. Any plans to make fraglimit and the possible future time limit reachable by con code?