Man this is like one of the best mods I've ever played.
Is it possible to do the whole story coop, if so how?
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Duke Forces Coop?
#1 Posted 14 September 2016 - 09:19 PM
#2 Posted 14 September 2016 - 09:35 PM
I haven't tried coop using eduke32 in many years, and my understanding is that it's pretty broken. Beyond that, Duke Forces itself isn't coded with coop in mind, so I would need to update it first for it to work properly.
I have actually thought about adding support for split-screen couch coop, though, so I could play it with my family at home. Would split-screen interest you?
I have actually thought about adding support for split-screen couch coop, though, so I could play it with my family at home. Would split-screen interest you?
#3 Posted 15 September 2016 - 12:05 AM
Trooper Dan, on 14 September 2016 - 09:35 PM, said:
I haven't tried coop using eduke32 in many years, and my understanding is that it's pretty broken. Beyond that, Duke Forces itself isn't coded with coop in mind, so I would need to update it first for it to work properly.
I have actually thought about adding support for split-screen couch coop, though, so I could play it with my family at home. Would split-screen interest you?
I have actually thought about adding support for split-screen couch coop, though, so I could play it with my family at home. Would split-screen interest you?
Split screen would be awesome, thats why I bought a steam link a few months back. There needs to be a lot more coop split games imo.
#4 Posted 15 September 2016 - 01:33 AM
Didn't someone try to code a splitscreen mod a while ago and had some problems?
#5 Posted 15 September 2016 - 10:14 AM
Micky C, on 15 September 2016 - 01:33 AM, said:
Didn't someone try to code a splitscreen mod a while ago and had some problems?
I dunno about the problems, but I remember someone doing it some years back, and there is also some code for it in the sample CONs that come with eDuke32.
#6 Posted 15 September 2016 - 03:33 PM
Ah that rings a bell, I think the code with eduke32 is the one I'm thinking of, and that Helixhorned made a few changes before including it from memory. Still not sure how well it works though. It'd be interesting to see what you can do with it.
#7 Posted 15 September 2016 - 03:38 PM
Trooper Dan, on 15 September 2016 - 10:14 AM, said:
I dunno about the problems, but I remember someone doing it some years back, and there is also some code for it in the sample CONs that come with eDuke32.
Those are one and the same. Unfortunately it required hacks in the source that I disabled because they adversely affected fake multiplayer mode, and changes to our network code broke the sample CONs.
#8 Posted 16 September 2016 - 01:12 AM
Hendricks266, on 15 September 2016 - 03:38 PM, said:
Those are one and the same. Unfortunately it required hacks in the source that I disabled because they adversely affected fake multiplayer mode, and changes to our network code broke the sample CONs.
Do you think there are workarounds? I don't understand how network code should have any bearing on splitscreen anyway. My plan would be to make a useractor that looks like a player and have it controlled by unused input functions, then use showview for the two different viewpoints.
#9 Posted 16 September 2016 - 01:13 AM
I think I made workarounds and sent them and a build of EDuke32 with the splitscreen hacks reenabled to someone in a PM or email a while ago.
The splitscreen mod is a total hack though.
The splitscreen mod is a total hack though.
#10 Posted 16 September 2016 - 01:15 AM
Hendricks266, on 16 September 2016 - 01:13 AM, said:
The splitscreen mod is a total hack though.
Oh, my version would be too -- maybe even more total. I did a ninja edit of my post above while you are replying so maybe you didn't see my suggestions.
This post has been edited by Trooper Dan: 16 September 2016 - 01:16 AM
#11 Posted 16 September 2016 - 01:16 AM
The networking stuff has to do with the fact that the splitscreen mod requires fake multiplayer mode, and currently there is some kind of bug that causes the player to always get killed instantly.
#12 Posted 16 September 2016 - 01:17 AM
Hendricks266, on 16 September 2016 - 01:16 AM, said:
The networking stuff has to do with the fact that the splitscreen mod requires fake multiplayer mode, and currently there is some kind of bug that causes the player to always get killed instantly.
So yeah like I said I would make the other player a useractor controlled by the otherwise useless input functions, thereby bypassing fake multiplayer stuff.
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