ifmultiplayer ifvarn COOP GM_COOPERATIVE { setvar SCORE_COUNTER 0 setvar SCORE_PLAYERINDEX 0 setvar SCORE_YOFFSET 8 whilevarvarn SCORE_COUNTER MULTIMODE { getplayer[SCORE_PLAYERINDEX].connected SCORE_PLAYERCONNECTED ifvare SCORE_PLAYERCONNECTED 1 // Is connected { // Print Background Bar myos 267 SCORE_YOFFSET NAMEBAR -127 569 // Get palette getplayer[SCORE_PLAYERINDEX].palookup SCORE_PLAYERPAL // Get and print name getpname 500 SCORE_PLAYERINDEX minitext 268 SCORE_YOFFSET 500 -127 SCORE_PLAYERPAL //screentext 3072 268 SCORE_YOFFSET 65536 0 0 500 -127 SCORE_PLAYERPAL 536 0 3 5 1 1 8192 0 0 xdim ydim // Get and print frags getplayer[SCORE_PLAYERINDEX].frag SCORE_FRAGS getplayer[SCORE_PLAYERINDEX].fraggedself SCORE_SUICIDES subvarvar SCORE_FRAGS SCORE_SUICIDES redefinequote 500 %d qsprintf 500 500 SCORE_FRAGS minitext 311 SCORE_YOFFSET 500 -127 SCORE_PLAYERPAL //screentext 3072 318 SCORE_YOFFSET 65536 0 0 500 -127 SCORE_PLAYERPAL 536 0 3 5 1 1 8193 0 0 xdim ydim // Move y offset down addvar SCORE_YOFFSET 6 addvar SCORE_COUNTER 1 } // Move on to the next player addvar SCORE_PLAYERINDEX 1 } }
EDuke32-OldMP
#211 Posted 14 May 2017 - 08:18 AM
This post has been edited by Striker: 14 May 2017 - 08:23 AM
#212 Posted 14 May 2017 - 09:39 AM
#213 Posted 14 May 2017 - 10:28 AM
#214 Posted 24 May 2017 - 09:53 PM
#215 Posted 15 June 2017 - 12:58 PM
So, here it is: https://gitlab.com/m...oldmp_release_6
#216 Posted 15 June 2017 - 01:26 PM
Hendricks266, on 01 June 2013 - 12:44 PM, said:
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?
#217 Posted 15 June 2017 - 02:07 PM
#218 Posted 15 June 2017 - 02:42 PM
Striker, on 15 June 2017 - 02:07 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.
This post has been edited by icecoldduke: 15 June 2017 - 02:49 PM
#219 Posted 15 June 2017 - 02:58 PM
Ah, never mind. I forgot all about co-op mode for single player maps with all sorts of changing map geo possibly in them.
#220 Posted 15 June 2017 - 03:05 PM
This post has been edited by Drek: 15 June 2017 - 03:21 PM
#221 Posted 15 June 2017 - 03:09 PM
icecoldduke, on 15 June 2017 - 02:42 PM, said:
Well, at least someone outside the team understands why client/server hasn't been fully achieved yet.
#222 Posted 15 June 2017 - 04:14 PM
#223 Posted 15 June 2017 - 04:18 PM
#224 Posted 30 June 2017 - 05:59 PM
Just fixes the fraglimit in Team Dukematch, defaults r_downsize to 0 (like modern EDuke32), and backports EVENT_PREGAME (needed for a mod).
#225 Posted 01 July 2017 - 04:38 AM
TerminX, on 15 June 2017 - 04:18 PM, said:
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.
#226 Posted 03 August 2017 - 10:07 PM
https://gitlab.com/m...oldmp_release_8
Release notes within.
#227 Posted 04 August 2017 - 10:38 AM
#228 Posted 07 November 2017 - 06:20 PM
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.
#230 Posted 12 December 2017 - 01:09 AM
#231 Posted 12 December 2017 - 11:43 AM
Striker, 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!
#232 Posted 09 January 2018 - 11:22 AM
https://gitlab.com/m...ldmp_release_12
#233 Posted 16 March 2018 - 09:52 PM
https://gitlab.com/m...ldmp_release_13
This post has been edited by Striker: 16 March 2018 - 09:52 PM
#234 Posted 18 March 2018 - 10:37 AM
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
#235 Posted 19 March 2018 - 12:26 PM
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
#236 Posted 19 March 2018 - 01:25 PM
Striker, on 19 March 2018 - 12:26 PM, said:
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
#237 Posted 20 March 2018 - 02:40 PM
Sorry for so many releases in rapid-fire... it's been rough tracking down every issue.
https://gitlab.com/m...ldmp_release_14
#238 Posted 02 April 2018 - 04:46 PM
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.
#239 Posted 31 August 2018 - 09:17 PM
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