EDuke32-OldMP
#62 Posted 12 June 2013 - 02:54 PM
#63 Posted 13 June 2013 - 07:03 AM
Yeah, because I were spelled eDuke32 and someone(I forgot who) corrected me it's wrong...
#64 Posted 15 June 2013 - 06:48 PM
This post has been edited by The Duke Returns: 15 June 2013 - 06:55 PM
#65 Posted 15 June 2013 - 07:00 PM
#66 Posted 15 June 2013 - 07:12 PM
This post has been edited by The Duke Returns: 15 June 2013 - 07:12 PM
#67 Posted 16 June 2013 - 12:04 PM
#68 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!
#70 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.
This post has been edited by Tea Monster: 20 June 2013 - 04:10 PM
#71 Posted 21 June 2013 - 02:53 AM
#72 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.
#73 Posted 21 June 2013 - 05:08 PM
#74 Posted 21 June 2013 - 07:42 PM
Quote
#76 Posted 21 June 2013 - 11:53 PM
This post has been edited by The Duke Returns: 21 June 2013 - 11:57 PM
#77 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?
#78 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
#79 Posted 22 June 2013 - 11:48 AM
#80 Posted 22 June 2013 - 12:06 PM
Tea Monster, on 21 June 2013 - 10:54 PM, said:
They aren't sync based, so no, they don't.
I never thought I'd say this, but... leilei gets it.
#81 Posted 23 June 2013 - 11:01 AM
edit: this invetory display looks neat and useful(on the left), can someone add this to the eduke code?
This post has been edited by Juras: 24 June 2013 - 08:39 AM
#82 Posted 24 June 2013 - 03:46 PM
#83 Posted 24 June 2013 - 06:01 PM
#84 Posted 24 June 2013 - 06:13 PM
Juras, on 23 June 2013 - 11:01 AM, said:
I'm not sure what you expect by "any fix". There is definitely nothing the user can do to remedy the situation. There isn't any "hotfix patch" floating around either.
On the other hand, the issues aren't present in current EDuke32 versions, so the issue was either fixed somewhere between the revision OldMP is based on and now, or it stems from the fact that I Frankensteined the newer audio library into the older game code. I gave up on fixing it when I originally worked on it because the problem wasn't apparent. If I hear requests from more people to look into the sound, I'll dig up the original PMs where I worked on this and take another look.
Juras, on 23 June 2013 - 11:01 AM, said:
What are you going to request next? Player skins? Instant replays? Bloom?
This kind of HUD is best available as a CON mod, and in fact if you had checked the URL of this image you would see that it is a screenshot of one of Trooper Dan's mods. In theory you could ask him to isolate it into a CON mutator, but I'm not currently planning on backporting support for that to OldMP, and I'm not sure how worth it it would be to the DukeMatch "scene" considering that hDuke checksums the hell out of everything to make sure absolutely nothing is changed.
#86 Posted 25 June 2013 - 12:21 AM
Hendricks266, on 24 June 2013 - 06:01 PM, said:
You may try a VPN software
#87 Posted 25 June 2013 - 08:28 AM
Hendricks266, on 24 June 2013 - 06:13 PM, said:
Hduke has something like this and from my knowledge many guys use it.The reason why i switched from xduke to hduke was tiny details like fraglimit, force respawn, support for team dukematch, this mini hud, diplaying message who killed who, didnt really care about checksums, anticheats and other stuff.
edit: in fact would be glad to see this mini hud from hduke, just thought the other hud from eduke mod looks awesome.
This post has been edited by Juras: 25 June 2013 - 08:38 AM
#88 Posted 25 June 2013 - 08:55 AM
Hendricks266, on 24 June 2013 - 06:13 PM, said:
yeah I did notice recent synthesis dont have those issues that's why i was asking about somekind of fix or dont know, so far i was testing eduke-oldmp with 3 guys and we all noticed sound issues not sure if usermap players bothers this, guess i ll have to ask some of them because nowdays they are mostly playing on this version.