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EDuke32-OldMP

#61

Has anyone successfully used the HRP for this? I have tried on my side with no luck. The models are messed up for some apparent reasons. I know an old netcode EDuke32 does work with HRP version 4. However this EDuke32 (from 2008) has sound issues.
0

User is offline   TerminX 

  • el fundador

  #62

View PostTea Monster, on 21 June 2013 - 10:54 PM, said:

Unreal Tournament and the Quake series somehow manage it.

They aren't sync based, so no, they don't.

I never thought I'd say this, but... leilei gets it. :lol:
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User is offline   Juras 

#63

damn those sound issues are very annoying :-/ is there any fix for this?
edit: this invetory display looks neat and useful(on the left), can someone add this to the eduke code? http://fissile.duke4.net/screenshots/hrp_rpg.jpg

This post has been edited by Juras: 24 June 2013 - 08:39 AM

1

User is offline   Hendricks266 

  • Weaponized Autism

  #64

I can't host anything behind my university dorm connection. Ports won't open.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #65

View PostJuras, on 23 June 2013 - 11:01 AM, said:

damn those sound issues are very annoying :-/ is there any fix for this?

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.

View PostJuras, on 23 June 2013 - 11:01 AM, said:

edit: this invetory display looks neat and useful(on the left), can someone add this to the eduke code? http://fissile.duke4...ots/hrp_rpg.jpg

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.
1

User is offline   Mateos 

#66

View PostHendricks266, on 24 June 2013 - 06:01 PM, said:

I can't host anything behind my university dorm connection. Ports won't open.


You may try a VPN software :)
0

User is offline   Juras 

#67

View PostHendricks266, on 24 June 2013 - 06:13 PM, 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.

ftp://meltdownftp%40duke3donline.com:meltdownftp@duke3donline.com/EL%20POLACO/hduke%20inventory.PNG
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

1

User is offline   Juras 

#68

View PostHendricks266, on 24 June 2013 - 06:13 PM, 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.

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.
0

User is offline   uh . . . . 

#69

How come user maps don't work? I tried the rush back map and others but the other players would spawn where I am and die from the collision and can't respawn, and the monsters won't show up for co-op in usermaps. Everyone in-game has the usermaps folder detected in Yang, but it's unplayable.
0

User is offline   Mateos 

#70

Is there several spawn points, in other words are these maps MP compatible?
0

User is offline   uh . . . . 

#71

The Rush Back map is the map in the video of the first post that showcases co-op, so it should work. I tried other maps that are regarded as co-op compatible.
0

User is offline   Tea Monster 

  • Polymancer

#72

Whoo-hoo!
0

User is offline   Mateos 

#73

View PostRadar, on 01 July 2013 - 06:17 AM, said:

I have a pack of 36 maps modified for CO-OP. Rush Back is one of them. My plan is to finish at least 60 maps and host a server with a continuous cycle of CO-OP maps when the new netcode is finished. I could upload them in the meantime if anyone wants.


When time will come don't forget to drop the address here :)

This post has been edited by Mateos: 01 July 2013 - 02:15 PM

1

User is offline   uh . . . . 

#74

Wow, thanks. I hope to test out these maps with a couple friends tonight. So, Rush Back wasn't co-op compatible initially? The video in the first post showcased a map that wasn't normally suitable for co-op?
0

User is offline   uh . . . . 

#75

We're able to spawn now, but monsters STILL won't show up for us. For any co-op map, by the way.

This post has been edited by uh . . . .: 01 July 2013 - 07:34 PM

0

User is offline   uh . . . . 

#76

Just did a little bit of co-op with a friend playing Nam using Yang and Eduke32oldmp, it worked really well. Fun game.
1

User is offline   Elvisish 

#77

I only joined to tell you how stoked I am by this build, absolutely flawless, I had no idea such an incredible multiplayer eDuke32 there was. I usually CO-OP with duke3dw as it works the best (better than JFDuke, etc) but this is perfect in peer-to-peer mode, Master/Slave caused instant out of sync, but P2P is spot-on. Is there a linux build for this/are there any quick instructions on how I can do an x64 compile? if not, who cares, love it!
0

User is offline   DavoX 

  • Honored Donor

#78

I know I'll get slayed for this but... have you asked for permission before modifying the maps?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #79

View PostElvisish, on 19 July 2013 - 08:49 AM, said:

Master/Slave caused instant out of sync, but P2P is spot-on.

M/S is known to be broken, but if your connection speed supports it, P2P is superior anyway.

View PostElvisish, on 19 July 2013 - 08:49 AM, said:

Is there a linux build for this/are there any quick instructions on how I can do an x64 compile? if not, who cares, love it!

You should be able to compile on Linux from source. Check the instructions here: http://wiki.eduke32....Duke32_on_Linux They have changed since the version this build is based on, so check the page's revision history if you have problems.

I'm not sure what the status of 64-bit on Linux was at the time of this version. There is definitely no 64-bit Windows build possible. Either way, the bitness is not important considering that the Classic renderer is highly recommended for this build.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #80

I haven't heard anything directly about that or any requests for help. I don't develop on Linux myself (yet, simply due to lack of a Linux install) but I can still help. I worked on Mac OS X support of mainline EDuke32 builds without ever touching a Mac, besides one at my high school for five minutes to make the icon file.

I can't troubleshoot if I don't have reports, people.
1

User is offline   NY00123 

#81

Hey,

While there are *very* great chances it simply won't work as expected, here is a minor attempt at making OldMP run on GNU/Linux. Be warned that, as I've said, this may fail to work at all. In fact, I have tried no more than a (really) short single-player playthrough in a few portions of E1L1...

Anyway, here are steps to follow for GNU/Linux users (and possibly users of other platforms as well):
1) Download EDuke32-OldMP (v20120912 sources) and extract the archive's contents to a clean directory.
2) Apply the patch attached to this post. (Its file extension is "txt" simply because the forums do not allow me to attach a file ending with ".patch" or ".diff".)
3) Build sources from the "polymer/eduke32" subdirectory using the "make" command. You need the usual development tools. At the very minimum (Ubuntu talk, possibly Debian too), you want these packages: libsdl1.2-dev, libsdl-mixer1.2-dev, build-essential. The package libgtk2.0-dev may be worthwhile for some, too.
4) Note that EDuke32-OldMP seems to look for a grp file with the UPPERCASE filename DUKE3D.GRP, rather than lowercase duke3d.grp.
5) Start ./eduke32-oldmp.

If things don't work:
1) Try running an up-to-date version of "normal" EDuke32 first, either from https://svn.eduke32.com/ or a recent tarball found at http://dukeworld.duk...ke32/synthesis/.
2) Note: The packages from http://apt.duke4.net/ (or any other repository) may be out of date. Please download from SVN (or Synthesis) and try that.
3) Ensure the directory ~/.eduke32 has *nothing*, except for eduke32.cfg, duke3d.grp and DUKE3D.GRP. (Valid symlinks should be OK.)
4) If you can, before trying out EDuke32-OldMP make sure that "normal" EDuke32 runs with 8-bit color depth (software renderer). And yeah, for now you may need to give up fullscreen.
5) In such a case, ensure that whenever you start "normal" EDuke32, the software renderer is the last selected renderer.
6) Finally, right before starting EDuke32-OldMP, ensure that the OldMP directory does not have anything that you have possibly added manually (like CON files), except for the eduke32-oldmp executable (and related).
7) If it all fails and you still want this working, well, I guess you can still try and debug (and possibly modify the sources), I suppose :P

Attached File(s)



This post has been edited by NY00123: 27 July 2013 - 11:59 AM

0

#82




this is something me & radar did. i made the video. EDuke32-OldMP works great. played it lots of times with people online. from co-op's to dukematches

This post has been edited by NukemRoses: 15 August 2013 - 07:46 AM

0

User is offline   WhiteWind 

#83

View PostNY00123, on 26 July 2013 - 11:58 PM, said:

Anyway, here are steps to follow for GNU/Linux users (and possibly users of other platforms as well):
1) Download EDuke32-OldMP (v20120912 sources) and extract the archive's contents to a clean directory.
2) Apply the patch attached to this post. (Its file extension is "txt" simply because the forums do not allow me to attach a file ending with ".patch" or ".diff".)
3) Build sources from the "polymer/eduke32" subdirectory using the "make" command. You need the usual development tools. At the very minimum (Ubuntu talk, possibly Debian too), you want these packages: libsdl1.2-dev, libsdl-mixer1.2-dev, build-essential. The package libgtk2.0-dev may be worthwhile for some, too.
4) Note that EDuke32-OldMP seems to look for a grp file with the UPPERCASE filename DUKE3D.GRP, rather than lowercase duke3d.grp.
5) Start ./eduke32-oldmp.


I tried to compile it on Slackware64-14.0 and got errors. Seems that you must add -ldl for new version of gcc or glibc.
I made a few changes and here is my patch.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #84

Where is your patch?
0

User is offline   Nudek 

#85

Some amusing conversations and further readings about Radar's self professed grandeur (again lol).

I think there are some people who don't know what Piracy is, and are just internet fanboys who wanna sound cool. Then bullshit feeds bullshit.

See you online Duking!
0

User is offline   Lunick 

  • Snazzy Ex Tazzy

#86

Oh hi Nudek.
1

User is offline   WhiteWind 

#87

View PostHendricks266, on 06 September 2013 - 02:31 PM, said:

Where is your patch?


Oops. I don't know where it's gone.
Here it is: http://pastebin.com/jkY7K3D5

If it disappears again, PM me

EDIT:
Shit, I've found some mistake in patch. At line 36 it should be 64, not 32. It's not critical though.

This post has been edited by WhiteWind: 26 September 2013 - 06:40 PM

0

User is offline   Nudek 

#88

View PostLunick, on 26 September 2013 - 04:46 PM, said:

Oh hi Nudek.


Hi.
0

User is offline   neoacix 

#89

I'm wating for the new eduke net code... and this thread keeps me waiting for it some reasons more....
0

User is offline   Elvisish 

#90

I just built this on Linux Mint 13 on x64, works well for me, has both patches installed, enjoy.

https://drive.google...dit?usp=sharing

This post has been edited by Elvisish: 26 May 2014 - 06:17 AM

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