Re: Birgers/JB's WinRott Port Thread Part 2
To JBailley:
So if Birger releases the 1.40 source, will it be theoretically possible to compile it for a Linux Distro like Fedora 8? Also, what packages should I download.. Last of all, does the multiplayer unsychronize as fast between all Windows players as it does between the setup I have now. I haven't been able to test since I've been monkeying around with getting a system back on its feet the past couple of days.
I am willing to commit:
I was reading at Birger had only 2 systems that he was working wtth (one of which is down). I'll gladly help Birger test the multiplayer of machines across all platforms on up to 6 machines. Just send testing procedures and I will do it. A statement of intent for the eventuality of a Linux Native Version (or at least a WINE-compatible) would be more than enough motivation for me. E. I nearly have it WINE compatible with the work I've put in.
Ideas for multiplayer Improvements
Scratch this if this is a really dumb idea. From what I could tell, back in the day, the Duke Nukem 3D multiplayer Network Interface seems like its heavily based on the old ROTT Network Interface. Since Jonof and Eduke32 have a working Netcode based on Duke Nuke3D which is based on ROTT, perhaps the bulk of Jonof's Network Interface could be incorperated as the interface for this port. I realize the terminal commands from these Ports aren't as easy-to-use as the GUI, but once a low-level version is working, then mutliplayer through the GUI could be done. I was thinking since the code is probably very similar, it would be much easier to adapt over to WINROttGL than other opensource NEtcodes.
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