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EDuke32-OldMP

User is offline   WangNukem 

  • 0

#271

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
  • 1,000

#272

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   Photonic 

  • 1,252

#273

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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User is offline   WangNukem 

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#274

@Photonic

This would be really great! :)

An OldHRP-Pack, that is working with (and supported by) the new OldMP-Maintenance-Releases.
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User is offline   Photonic 

  • 1,252

#275

I have something ready for testing. It's the '09 HRP minus all the monsters, swapped in the new Duke model '13 by tea monster, new shotgun too. Made highres wide screen status bars (mixed bits and pieces from the HRP/megaton/fox's widescreen 8 bit bars) I also downsized some of the larger model skins from 1024^2 to 512.
I hope to get on discord later today and try it out.
2

User is offline   Striker 

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#276

EDuke32-OldMP Release 28 is out. Fixes a critical bug: https://gitlab.com/m...ldmp_release_28

Also, if you missed what was changed in r27 (since I forgot to post in here):
Fixed (hopefully) the random CON errors that would happen at startup with some mods like StrikerDM.
Fixed (hopefully) a freeze that could happen on level transition sometimes.
Fixed hang that would occur if more than 8 players were in a game and it couldn't find an unused player color.
Added the ability to make your own player colors. (addplayercolor   in CON. deleteplayercolor -1 in CON.)
Added the "palookup" DEF token from mainline EDuke32. (only partially supported, some subtokens are unused).

2

User is online   Paul B 

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#277

View PostStriker, on 12 January 2019 - 11:59 AM, said:

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.


While true for resurrecting the old multiplayer functionality, it should have no bearing on EDuke32 when they actually implement the new version of multiplayer. I'm pretty sure the final release will resolve these sync concerns. Regardless of the Tileart used, it should make absolutely no difference between players. As long as everyone is running the same map version, it's not like the TileArt names change when using the HRP. They replace the exact same default tiles and the art should only be accessed locally and not streamed to other players. The network shouldn't know the difference whether HRP is being used on nodes or not, except for the computers running HRP.


This post has been edited by Paul B: 19 February 2019 - 09:45 AM

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User is offline   Striker 

  • Auramancer
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#278

EDuke32-OldMP Release 29 is out. I recommend updating, because this one fixes a critical bug that was causing frequent desynchs on map change. Sorry to make people re-download this thing so often, I don't often get much of a chance to test things before releasing.

https://gitlab.com/m...ldmp_release_29
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User is online   Paul B 

  • 474

#279

View PostStriker, on 19 February 2019 - 07:57 PM, said:

EDuke32-OldMP Release 29 is out. I recommend updating, because this one fixes a critical bug that was causing frequent desynchs on map change. Sorry to make people re-download this thing so often, I don't often get much of a chance to test things before releasing.

https://gitlab.com/m...ldmp_release_29



Doing a great job! Keep up the good work! =)
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