Open 90s Deathmatch
#1 Posted 10 April 2017 - 03:00 PM
http://www.indiedb.c...-90s-deathmatch
O9D_v0.9b.7z (3.73MB)
Number of downloads: 185
Open 90's Deathmatch - v0.9b 2017
An open source multiplayer arena fps in build
Goal is to make a free customizable multiplayer
build game that works online with YANG and over LAN,
running EDuke32-oldmp, the sync based netcode.
INSTALLATION:
Unzip O9D to it's own folder.
ONLINE PLAY: Install YANG following the instructions posted there;
YANG: http://yang-online.com/
Then set eduke32-o9d.exe as the EDuke32 path found in YANG under
Settings > Source ports > Duke Nukem 3D > EDuke32
LAN PLAY: I run bat files to set command line arguments, see;
read_me/Release Notes for JFDuke3D.htm
read_me/_player#.bat_LAN_sample
SINGLE PLAYER WITH BOTS: Run _sp_vs_bots.bat in the root folder,
set the argument in the .bat -q# for amount of bots in game (currently -q3 = 2 bots)
MAP EDITOR: Run _mapster32.bat in the root folder.
#2 Posted 10 April 2017 - 03:05 PM
Some of the features of the game.
Weapons:
UZI
ELECTRON BLAZER
RPG
SOUND BLASTER
FIREBALL CANNON
GRENADES
TRIPBOMBS
FLAK CANNON
DUAL GRENADE LAUNCHER
Power Ups:
(instant start on pickup)
ANTI-GRAVITY BELT
SPEED BOOST
QUAD DAMAGE
INVISIBILITY
REGENERATION
Maps:
Deck16
Domination
Twisted
Jumpads One
IOD-Danzig2
Tight Grip
WAR 1
This post has been edited by Drek: 10 April 2017 - 03:11 PM
#3 Posted 10 April 2017 - 06:28 PM
This post has been edited by Robman: 10 April 2017 - 06:29 PM
#4 Posted 10 April 2017 - 07:17 PM
#5 Posted 10 April 2017 - 08:37 PM
Drek, on 10 April 2017 - 03:00 PM, said:
LAN PLAY: I run bat files to set command line arguments, see;
read_me/Release Notes for JFDuke3D.htm
read_me/_player#.bat_LAN_sample
Thanks, will try this out after Eastern in my office
#6 Posted 11 April 2017 - 02:53 AM
icecoldduke, on 10 April 2017 - 07:17 PM, said:
I know you run win10, which I don't. If you don't mind trying another mouse for me I'd like to know if this is a bug or not.
#7 Posted 11 April 2017 - 04:25 AM
This post has been edited by CryptKiller: 11 April 2017 - 04:25 AM
#9 Posted 11 April 2017 - 07:12 AM
Drek, on 11 April 2017 - 02:53 AM, said:
I noticed a similar issue with Quake 3 and Return to Castle Wolfenstein; it seems to be a issue with DirectInput. In idTech 3 I traced the issue back to the code that centers the mouse in the window, the delta between current mouse vector and last frame mouse vector was always off by one unit. I don't have the issue in newer builds of eduke32, and unforunetly I don't have another mouse to test with . It seems to be a issue with high DPI mouses.
Based on your package, it seems like you just made con code changes so I doubt its a issue that you created; but it is a issue that's unfortunately preventing me from playing .
This post has been edited by icecoldduke: 11 April 2017 - 07:17 AM
#10 Posted 11 April 2017 - 02:21 PM
CryptKiller, on 11 April 2017 - 04:25 AM, said:
Yes I can see myself doing more with this. The development sort of stopped about a year ago when I a laptop here died and I can't play LAN games anymore. I've just now decided to dig it up, dust it off, and drop it online. Hoping things like player feedback and maybe even community involvement would happen and see what this may grow into.
Can you tell me which sounds you mean? I had thought the player sounds all came from Open Arena and Xonotic and were clean, or "open source"
icecoldduke, on 11 April 2017 - 07:12 AM, said:
Yeah, the source code changes were minor. Default player name, grp name, some lines cut from the obituaries, voxel scale def token fixes for enemies in a co-op campaign that is unfinished.
Can you try two things for me please?
1) Run eduke32-oldmp.exe and see if you have the same issues.
2) Do you have a joystick or x-box type controller plugged in? If so, try without.
This post has been edited by Drek: 11 April 2017 - 03:00 PM
#11 Posted 11 April 2017 - 02:45 PM
icecoldduke said:
Back when you were working on PolymerNG a bunch of us here had a civil discussion about the renderers need to handle sector over sector.
That discussion was the inspiration for this map.
Twisted.
It's three areas, outside, inside, and downstairs, all are sector over sector with a bonus twist of a pit in the center at the bottom that teleports outside to a bridge with the quad damage on it.
#12 Posted 11 April 2017 - 07:07 PM
2) No I don't not.
This post has been edited by icecoldduke: 11 April 2017 - 07:07 PM
#14 Posted 12 April 2017 - 04:51 PM
1.Screen does not turn red when player gets hit;
2.Flak cannon is too big for the screen, I would suggest to make the sprites smaller. Also, it would be very cool if you added new projectiles for this weapon, similiar to ones in Unreal. Seeing flak cannon operate like regular shotgun isn't very fun;
3.Add sounds to elevators & doors on map WAR1;
4.Make the player play special sounds every time he fires his weapons while using triple damage item, so other players would know that this player is very dangerous and will kick their ass.
#15 Posted 12 April 2017 - 05:24 PM
2. I know I tried bouncing projectiles at one point and kept killing myself with the damn thing, I will work on it again. And I agree the gun is too big for the screen.
3&4.will do,
Thank you for the suggestions.
#16 Posted 20 April 2017 - 03:20 PM
Change Log: v0.9c *added special power up pick up announcements *added sound when shooting with triple damage power up *added blue screen tinting during triple damage *fixed a regeneration power up bug *fixed a bug where invisibility stayed on if died while invisible *fixed HUD overlap of trip_dmg/regen *replaced deprecated CON codes <EVENT_> with EVENT_ **o9d.grp now loads with current versions of eduke32 ***no bots, client server multiplayer is not working *fixed screen color tint damage indicator *resized flak cannon %80 original size *added bouncing shrapnel projectiles for flak cannon *fixed teleport bug in twisted.map, made destination se lotag 23 *added elevator and door sounds to WAR1.map
It's slowly being game tested, the netcode is sensitive (too be kind) and simple con changes do the oddest things in multiplayer.
This post has been edited by Drek: 20 April 2017 - 03:22 PM
#17 Posted 20 May 2017 - 06:27 PM
Using the new changes to the oldmp I added fraglimit and leaderboard.
This post has been edited by Drek: 20 May 2017 - 06:28 PM