
EDuke32-OldMP
#32 Posted 11 June 2013 - 02:52 AM
This post has been edited by sheridanm962: 11 June 2013 - 03:23 AM
#33 Posted 11 June 2013 - 10:28 AM
#35 Posted 11 June 2013 - 11:01 AM
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#36 Posted 11 June 2013 - 02:45 PM
Brazil - USA (NY state) ping is <160, Poland - Brazil ping is >300...The difference is between having fun or not. Lag is NO FUN for me and guys I want to play so it makes it most important difference.
#37 Posted 11 June 2013 - 04:00 PM
#38 Posted 11 June 2013 - 05:18 PM
sheridanm962, on 11 June 2013 - 04:00 PM, said:
Sounds good. That's the only thing im looking for..less lag.
#39 Posted 11 June 2013 - 06:55 PM
Radar, on 11 June 2013 - 06:24 PM, said:
Been there done that, had the worse shit lag ever, no thanks.
ps. Master/Slave has one plus - slave doesnt have to forward his ports.
#40 Posted 11 June 2013 - 08:00 PM
sheridanm962, on 11 June 2013 - 02:52 AM, said:
It takes news of a high caliber like this for me to respond with:
#42 Posted 12 June 2013 - 10:11 AM
#43 Posted 12 June 2013 - 10:37 AM
Edit: Wow, I'm sorry HellFire, did I offend your sensibilities by implying that there's something sad about people being insanely good at a 17-year-old FPS calling themselves "pros"?
This post has been edited by Comrade Major: 13 June 2013 - 05:21 PM
#45 Posted 13 June 2013 - 07:03 AM
Yeah, because I were spelled eDuke32 and someone(I forgot who) corrected me it's wrong...
#46 Posted 15 June 2013 - 06:48 PM
This post has been edited by The Duke Returns: 15 June 2013 - 06:55 PM
#47 Posted 15 June 2013 - 07:00 PM
#48 Posted 15 June 2013 - 07:12 PM
This post has been edited by The Duke Returns: 15 June 2013 - 07:12 PM
#49 Posted 16 June 2013 - 12:04 PM
#50 Posted 18 June 2013 - 11:27 PM
Micky C, on 15 June 2013 - 07:00 PM, said:
Allow me to translate:
DA CONTROLLA SHIT DUN BROKE MICKY C!
#52 Posted 20 June 2013 - 02:38 PM
Me and the boys loaded up and played through the first 4 levels. It was a blast. Nobody could believe how fast paced it was compared to modern games.
All three machines were Win 7 64 and we were playing vanilla.
The game was rock-solid. We played through all 4 levels and didn't have a drop or even a bout of lag.
http://i153.photobucket.com/albums/s204/tea_monster/duke0008.jpg
http://i153.photobucket.com/albums/s204/tea_monster/duke0011.jpg
This post has been edited by Tea Monster: 20 June 2013 - 04:10 PM
#53 Posted 21 June 2013 - 02:53 AM
#54 Posted 21 June 2013 - 04:11 AM
Hendricks266, on 01 June 2013 - 12:44 PM, said:
Hendricks266 this is very good, you have done an excellent job.
I hope you keep up the good work to fix the sound issues in it.
I have added a small guide on the main YANG website: http://yang-online.com/eduke32.htm
Since it's the most stable version to play multiplayer EDuke32 within this moment of time, I think it's a good idea that anyone that plays using EDuke32, should be using this version until the netcode is fixed.
I also think a new player came back to playing Duke lately that uses Joystick.
EDuke32 I believe has full joystick support?
Is it possible also that someone can compile some binaries for Mac OS X and Linux for the public so they don't have to compile it from the source?
Then Mac users and Linux users can play games together with Windows users natively instead of being limited to who they can play with because of what operating system they are using.
Good job.
#55 Posted 21 June 2013 - 05:08 PM
#56 Posted 21 June 2013 - 07:42 PM
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#58 Posted 21 June 2013 - 11:53 PM
This post has been edited by The Duke Returns: 21 June 2013 - 11:57 PM
#59 Posted 22 June 2013 - 01:05 AM
Tea Monster, on 21 June 2013 - 10:54 PM, said:
May be handled client-side and not network-side, but said this way sounds strange. Maybe loaded textures affects the computer enough, some priority, so the network is halted until all the ressources taken by the loading are available again?
#60 Posted 22 June 2013 - 01:36 AM
Q3A particularly loads the new player model from another player only when you're viewing the scoreboard (often case, being dead.). This is deferred loading.
I'm mentioning player models since it's the only thing you can load in a started game of UT/Q2/Q3A, unlike a renderer which loads as soon as you see something.
This is why using the cache-heavy HRP with the p2p Eduke32-OldMP is a very bad idea. It is the modern equivalent of having several 8MB 486DX2 66s do a Dukematch LAN game with a 32MB Pentium 100 player experiencing frustration.
This post has been edited by leilei: 22 June 2013 - 02:25 AM