EDuke32-OldMP
#241 Posted 01 September 2018 - 09:28 AM
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
#242 Posted 01 September 2018 - 12:14 PM
Trooper Dan, on 01 September 2018 - 02:27 AM, said:
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
#243 Posted 05 September 2018 - 06:35 PM
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
#244 Posted 05 September 2018 - 06:40 PM
#245 Posted 05 September 2018 - 06:46 PM
Phredreeke, on 05 September 2018 - 06:40 PM, said:
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
#246 Posted 05 September 2018 - 06:52 PM
Edit: wrote the above before you edited your reply
This post has been edited by Phredreeke: 05 September 2018 - 06:53 PM
#249 Posted 05 September 2018 - 07:24 PM
(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
#250 Posted 12 September 2018 - 07:04 PM
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.
#252 Posted 04 November 2018 - 10:49 PM
This post has been edited by Striker: 04 November 2018 - 11:01 PM
#253 Posted 12 November 2018 - 05:56 PM
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.
#254 Posted 21 November 2018 - 07:35 AM
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
#255 Posted 16 December 2018 - 02:27 PM
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
#256 Posted 16 December 2018 - 08:03 PM
This post has been edited by Striker: 16 December 2018 - 10:05 PM
#257 Posted 17 December 2018 - 01:19 AM
Striker, on 16 December 2018 - 02:27 PM, said:
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
#258 Posted 19 December 2018 - 02:28 PM
#259 Posted 29 December 2018 - 10:23 PM
DM_HUD.zip (13.41K)
Number of downloads: 523
Put together a Dukematch HUD. Hope people find it useful.
#261 Posted 06 January 2019 - 11:58 AM
#262 Posted 09 January 2019 - 02:10 PM
#263 Posted 10 January 2019 - 08:07 AM
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!
#264 Posted 10 January 2019 - 02:08 PM
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?
#265 Posted 10 January 2019 - 02:47 PM
@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
#266 Posted 11 January 2019 - 12:29 PM
Thank you very much for your detailed answers guys!
So unfortunately this means no (LAN) multiplayer with the current/"recent" HRP
#267 Posted 12 January 2019 - 01:22 AM
Anyhow, OldMP Release 25 is out: https://gitlab.com/m...ldmp_release_25
#268 Posted 12 January 2019 - 02:04 AM
Striker, on 12 January 2019 - 01:22 AM, said:
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?!
#269 Posted 12 January 2019 - 02:40 AM
This post has been edited by Striker: 12 January 2019 - 02:40 AM
#270 Posted 12 January 2019 - 05:56 AM
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.