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EDuke32-OldMP

User is online   Phredreeke 

#211

If a later version of EDuke32 had better netcode then why was EDuke32-OldMP based on an earlier version?
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User is offline   Striker 

  • Auramancer

#212

View PostPhredreeke, on 05 September 2018 - 06:40 PM, said:

If a later version of EDuke32 had better netcode then why was EDuke32-OldMP based on an earlier version?

Basically, because builds between the removal of the netcode, and the one OldMP is based on, were very unstable. EDuke32-OldMP Maintenance is far beyond what the original OldMP build had, and a lot of the newer stuff has been backported, and has a major focus on quality-of-life changes and stability. A lot of crashes have been fixed. Before I started working on it, Hendricks266 had initially brought in some changes from later builds of EDuke32 (mainly relating to sound, favorite weapon priorities, etc like seen in the first page).

If you've kept any tabs on things for the last decade, everything went like this: EDuke32 originally had the same netcode as JFDuke3D (basically what OldMP had been using up until now), then it moved to the networking code of Duke3D_w32/xDuke with it's own improvements, but then TX decided to implement client/server netcode... however, in doing so, the old netcode was gutted before C/S was complete. A lot of changes were happening around that time too, so EDuke32 was unstable. Anyhow, for all these years since then (since around 2009), EDuke32 has been stuck with non-functioning netcode. This is a stopgap using that older, functional netcode to tide people over until mainline EDuke32 gets it's new client/server netcode finished.

(Edited because I misread the message initially)

This post has been edited by Striker: 05 September 2018 - 06:58 PM

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User is online   Phredreeke 

#213

Yes I know, let me rephrase that. Why wasn't EDuke32-OldMP based on the last EDuke32 version before they removed RancidMeat's netcode?

Edit: wrote the above before you edited your reply

This post has been edited by Phredreeke: 05 September 2018 - 06:53 PM

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User is offline   Striker 

  • Auramancer

#214

Either way, hope that clears things up.
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User is online   Phredreeke 

#215

Yeah, thanks for explaining
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User is offline   Striker 

  • Auramancer

#216

Also, argh, I fucked up and there was a serious breaking bug in the Discord Matchmaker (AGAIN!), so I re-uploaded. https://gitlab.com/m...launcher_v2.zip

(As you notice, I don't get enough chances to test the matchmaker before going live.)

This post has been edited by Striker: 05 September 2018 - 07:26 PM

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User is offline   Striker 

  • Auramancer

#217

https://gitlab.com/m...ldmp_release_18

EDuke32-OldMP Release 18 is out. I had to revert to the older netcode due to some unforeseen issues, however, I've made adjustments to the old code, so it should be just as good. Plenty of other stuff in here to make the release worthwhile.
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User is offline   Striker 

  • Auramancer

#218

Release 19: https://gitlab.com/m...ldmp_release_19
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User is offline   Striker 

  • Auramancer

#219

If you downloaded Release 19, re-download, I fucked up, yet again... please read the note at the bottom of the tag, it's very important. https://gitlab.com/m...ldmp_release_19

This post has been edited by Striker: 04 November 2018 - 11:01 PM

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User is offline   Striker 

  • Auramancer

#220

EDuke32-OldMP Release 20 is out. https://gitlab.com/m...ldmp_release_20

Backported some mouselook improvements from mainline EDuke32. Looking up and down should feel a crapload smoother now. Also, reverted a change I made that was causing some module music to be far too loud.
2

User is offline   Striker 

  • Auramancer

#221

Release 21: https://gitlab.com/m...ldmp_release_21

Has the Q16 code for horizontal angle and not just vertical now. Also, fixes for a lot of major issues are in this.

This post has been edited by Striker: 21 November 2018 - 07:35 AM

3

User is offline   Striker 

  • Auramancer

#222

https://gitlab.com/m...ldmp_release_22

Release 22 is out. Notes within.

Also, I need some help. EDuke32-OldMP has had a long-standing issue (since first release), where when a map is first started, the interpolation is kind of broken and jittery for everything. (Something goes jank with the smoothratio in G_DrawRooms and such). It'll correct itself over time usually, such as when certain effects like an earthquake is triggered, but it takes a while).

I feel like it has something to do with totalclock/ototalclock, or maybe even lockclock, but I'm not entirely sure. Might help to state that the x/h/nDuke ports don't have this issue. If someone with knowledge of Duke's codebase can help diagnose for me, it'd be a great help.

EDIT: Interesting, seems the issue doesn't happen with the RancidMeat networking code, but does with regular mmulti.c... Maybe something to do with lastsendtims?

This post has been edited by Striker: 16 December 2018 - 04:14 PM

3

User is offline   Striker 

  • Auramancer

#223

EDIT: Delete this.

This post has been edited by Striker: 16 December 2018 - 10:05 PM

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User is offline   Striker 

  • Auramancer

#224

View PostStriker, on 16 December 2018 - 02:27 PM, said:

I feel like it has something to do with totalclock/ototalclock, or maybe even lockclock, but I'm not entirely sure. Might help to state that the x/h/nDuke ports don't have this issue. If someone with knowledge of Duke's codebase can help diagnose for me, it'd be a great help.

EDIT: Interesting, seems the issue doesn't happen with the RancidMeat networking code, but does with regular mmulti.c... Maybe something to do with lastsendtims?

Never mind, I am a fucking worthless dolt. Turns it DOES happen with the RancidMeat code too, and had nothing to do with lastsendtims... and Release 23 was just broken garbage. Ignore it, revert to 22 until further notice.

This post has been edited by Striker: 17 December 2018 - 01:20 AM

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User is offline   Striker 

  • Auramancer

#225

Release 23, this time with the fuck-ups I have done reversed: https://gitlab.com/m...ldmp_release_23
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User is offline   Kyanos 

#226

Attached Image: duke0019.png
Attached File  DM_HUD.zip (13.41K)
Number of downloads: 152

Put together a Dukematch HUD. Hope people find it useful.
1

User is offline   Striker 

  • Auramancer

#227

EDuke32-OldMP Release 24 is now out.
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User is offline   Kyanos 

#228

Release builds crash when using steroids on my end, but my debug builds work. It very well could be my setup I just switched over to msys2 to get the c++11 stuff in discordrpc to compile but I figured I'd mention it anyways.
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User is offline   F!re-Fly 

#229

I hope that this latest version will be able to support my three main CON files that I improved.
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User is offline   WangNukem 

#230

Hi Striker,

we've tried to get your OldMP Release (23 and 24) up and running with the latest HRP release at our LAN party.
Unfortunately we couldn't get it working.

So it seems like there's currently no way to get the HRP working at an offline LAN party, right? :(

Kind regards and happy New Year!
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User is online   Danukem 

  • Duke Plus Developer

#231

I'm sure Striker could help you better than I, but I'm gonna ask a few questions in the mean time.

1. You got OldMP working on your LAN without the HRP first, and verified that it works fine...correct?

2. Then you installed the HRP exactly the same way on each computer, verified that the HRP was working in singleplayer for each computer using the OldMP build. Right?

3. Then, with that verified, you tried multiplayer with the HRP and that's when it failed. Right?
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User is offline   Kyanos 

#232

Old mp doesn't support the current HRP currently, it's for Polymer. Older HRPs will load, version 4.1 I think, but I may have had to do some def code edits to make it work.

@Firefly, same for your code. If it's using newer EDuke32 features it may not work. I highly recommend developing your project with EDuke32-oldmp if you want it to run on the sync based net code, test multiplayer frequently because CON coding can break sync in many ways you wouldn't expect.

Edit: I did some digging, here's what I have that runs.
dn3d_hrp-4.0(321).zip
hrp_update41.zip

What I assembled was,
duke3d_hrp.zip (from inside dn3d_hrp-4.0(321).zip) 3/23/2009
maphacks.zip (from inside dn3d_hrp-4.0(321).zip) 3/23/2009
hrp_update41.zip 7/17/2014
all together in a .zip that was called duke3d.grp, placed in autoload of your eduke32-oldmp folder.

I can share the files if you can't find them, a quick google search didn't bring them up for me.

This post has been edited by Photonic: 10 January 2019 - 03:14 PM

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User is offline   WangNukem 

#233

@Trooper Dan and Photonic
Thank you very much for your detailed answers guys! :)

So unfortunately this means no (LAN) multiplayer with the current/"recent" HRP :(
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User is offline   Striker 

  • Auramancer

#234

I highly advise using the HRP whatsoever in multiplayer. It's guaranteed to cause a ton of added latency whenever there's a loading pause, due to the nature of old Duke's netcode.

Anyhow, OldMP Release 25 is out: https://gitlab.com/m...ldmp_release_25
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User is offline   WangNukem 

#235

View PostStriker, on 12 January 2019 - 01:22 AM, said:

I highly advise using the HRP whatsoever in multiplayer. It's guaranteed to cause a ton of added latency whenever there's a loading pause, due to the nature of old Duke's netcode.

Anyhow, OldMP Release 25 is out: https://gitlab.com/m...ldmp_release_25


So you mean you would highly advise against using the HRP with EDuke32 for multiplayer, if I got it right?

Unfortunately this would be the only opportunity to play Duke3D with better graphics or without the sprites in (LAN!) multiplayer - if I haven't missed something?!
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User is offline   Striker 

  • Auramancer

#236

I'm saying that using the HRP will lag matches. There's no way around this. I cannot control this.

This post has been edited by Striker: 12 January 2019 - 02:40 AM

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User is offline   Kyanos 

#237

I can tell when another player first sees a high res skybox...

There is a workaround, turn on texture cache and play maps in single player to pre load textures before a match. Also if you're on LAN you're already 50ms ahead of online play, the game is built to handle lag, this would play out much smoother than my old 14.4 modem did.
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User is offline   WangNukem 

#238

View PostStriker, on 12 January 2019 - 02:40 AM, said:

I'm saying that using the HRP will lag matches. There's no way around this. I cannot control this.


But would that mainly affect WAN matches instead of fast LAN matches?

This post has been edited by WangNukem: 12 January 2019 - 06:10 AM

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User is offline   Striker 

  • Auramancer

#239

View PostWangNukem, on 12 January 2019 - 06:09 AM, said:

But would that mainly affect WAN matches instead of fast LAN matches?

Both. If there's ever a loading pause due to a new model or high res texture popping in, it'll cause a hitch which will affect everyone, and also increase the player pawn and shot trail-behind for the rest of the duration of the map. (Though it'll recover partially over time)

This is due to the game needing to stay in lockstep to keep synchronization.

This post has been edited by Striker: 12 January 2019 - 12:00 PM

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User is offline   Kyanos 

#240

I understand Strikers hesitation for using the HRP. I'd say there is a good argument against disabling autoload for oldmp.

With that said I will add that from my experience that older 2009 HRP runs fast on any modern pc and if everyone is on the same page using it in a game it's fine. The current Polymer HRP however would be a different case.

@Striker, do you think there is enough interest in this to assemble an Oldmp DM specific HRP. Trim and lean, in a pk3 in the mod folder is what I have in mind. I'll try to get something together at least for testing sake.
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