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EDuke32-OldMP

User is offline   The Battlelord 

  • 12

#241

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!

Who the hell are you!?
Don't dare to blame my english, I'm an Alien after all... Heavily armed too...

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

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User is offline   Striker 

  • Auramancer
  • 919

#242

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
  • 919

#243

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

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User is online   Phredreeke 

  • 212

#244

If a later version of EDuke32 had better netcode then why was EDuke32-OldMP based on an earlier version?
0

User is offline   Striker 

  • Auramancer
  • 919

#245

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 

  • 212

#246

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
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#247

Either way, hope that clears things up.
0

User is online   Phredreeke 

  • 212

#248

Yeah, thanks for explaining
0

User is offline   Striker 

  • Auramancer
  • 919

#249

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

0

User is offline   Striker 

  • Auramancer
  • 919

#250

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.
2

User is offline   Striker 

  • Auramancer
  • 919

#251

Release 19: https://gitlab.com/m...ldmp_release_19
2

User is offline   Striker 

  • Auramancer
  • 919

#252

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
  • 919

#253

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.
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