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Old 11-13-2008, 07:11 PM   #1
TerminX

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EDuke32 multiplayer suggestions/improvements
As some of you may know, the next version of EDuke32 contains new (to EDuke32) networking code based on the code from the icculus.org Build port which was later re-used in the Rancidmeat port, et cetera. As this code lacked support for master/slave mode and I didn't want to lose features by switching to it, I've added such functionality to it myself which seems to be working fine.

Since this means that the networking related reasons people give for using Duke3d_w32 are going to be a thing of the past, I can assume more people will use EDuke32 for multiplayer than before, so it looks like it's time to revisit adding various additional multiplayer functionality.

What kind of stuff would you guys like to see? Please no ridiculous (at this time) requests for things like in-game joining, et cetera. Reasonable requests will be considered.
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Old 11-13-2008, 07:42 PM   #2
Hendricks266
Re: EDuke32 multiplayer suggestions/improvements
How about a player skin feature (8-bit compatible, if possible)?
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Old 11-13-2008, 07:57 PM   #3
d3ad connection

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Re: EDuke32 multiplayer suggestions/improvements
Maybe a pre-game lobby? Nothing fancy, just connect to the host's IP and get a simple window with chat, and options for the host, kinda like GTA2 (see attached image)
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Old 11-13-2008, 09:05 PM   #4
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Re: EDuke32 multiplayer suggestions/improvements
Yes, pre-game lobbies, definitely. But before getting to that, at least having it store a list of IPs would be nice.
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Old 11-13-2008, 09:46 PM   #5
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Re: EDuke32 multiplayer suggestions/improvements
Aparently Eduke32 doesnt suport loading .grp files like Xduke can acording to William so you can't play Mods.

So if this is introduced it would be nice.
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Old 11-13-2008, 09:56 PM   #6
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Re: EDuke32 multiplayer suggestions/improvements
^I thought it did?

The idea of a "lobby" or gui for online play is a good start. Is there any way to do a check that could reduce going out of sync: compare grps or something and then warn (or yell at) the users if there are differences in the con files?
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Old 11-13-2008, 10:51 PM   #7
Hendricks266
Re: EDuke32 multiplayer suggestions/improvements
How about something PlayDuke-esque where you choose addable configuration files that automatically loads, for example: Nuclear Winter, the NWSanta GRP, and the NWHRP. Then there could be a dialog selection box for things (again, customizable) like the HRP, HRP Update Pack, XXX Pack, XXX Pack Lite, SD_Duke. Also there could be a flag in the first type that forces enable or disable of one or more of the second type.
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Old 11-13-2008, 11:09 PM   #8
TerminX

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Re: EDuke32 multiplayer suggestions/improvements
Quote:
Originally Posted by The Commander View Post
Aparently Eduke32 doesnt suport loading .grp files like Xduke can acording to William so you can't play Mods.

So if this is introduced it would be nice.
I'm sorry, I should have specified that I was looking for posts which actually make sense.
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Old 11-14-2008, 12:06 AM   #9
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
Quote:
Originally Posted by TerminX View Post
I'm sorry, I should have specified that I was looking for posts which actually make sense.
Well, I thought it made sense.

Eduke32 canot load any other .grp files that are in another directory if you are trying to play a mod on DukesterX, where as Xduke can.

Eduke will just keep loading the duke3d.grp in the directory that it is launched from.
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Old 11-14-2008, 12:09 AM   #10
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Re: EDuke32 multiplayer suggestions/improvements
I thought EDuke32 had that as a command-line option?
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Old 11-14-2008, 12:14 AM   #11
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Re: EDuke32 multiplayer suggestions/improvements
Doesnt seem to work with DukesterX, im only going on what William told me and he uses both and plays all the time.
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Old 11-14-2008, 02:39 AM   #12
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
Ok, after futher testing this is what me and william have came up with.
Eduke32 clients don't seem to use the same command lines as the host specifys in DukesterX. Xduke doesn't have this problem.

Log files included.
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Old 11-14-2008, 02:56 AM   #13
du8d
Re: EDuke32 multiplayer suggestions/improvements
I hope it can fix the silly multiple player spawn point in atomic levels while playing cooperation mode.
Just one player spawn point is enough for cooperation mode.
And can fix the old sync problem(may be can resync again automatically?)
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Old 11-14-2008, 06:51 AM   #14
Manson
Thumbs up Re: EDuke32 multiplayer suggestions/improvements
Bump,,,
Holy hell - this implies that Duke Nukem Forever is about to be released too!
So whose leg do we have to hump to get it before Christmas?
- would be nice to spend those 3 weeks diggin’ up old code, and getting some of the old stuff back up and running
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Old 11-14-2008, 04:25 PM   #15
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Re: EDuke32 multiplayer suggestions/improvements
What exactly gave you that idea? Eduke32 is a completely separate project, not directly affiliated with 3d Realms.
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Old 11-14-2008, 05:05 PM   #16
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Re: EDuke32 multiplayer suggestions/improvements
Quote:
Originally Posted by du8d View Post
I hope it can fix the silly multiple player spawn point in atomic levels while playing cooperation mode.
Just one player spawn point is enough for cooperation mode.
That's not really something that can be "fixed" because it is built into the maps. You can always use your own versions of the maps with the extra spawn points removed.

Quote:
Originally Posted by du8d View Post
And can fix the old sync problem(may be can resync again automatically?)
Automatic re-syncing is an interesting idea. Maybe the server could create a snapshot of the game (like a saved game) and send it to all the players so they would be restoring from the same point. But this would require the game to stop while that is happening. It wouldn't be of much use if there is a persistent problem (e.g. a bug in the CON code) causing the loss of sync.
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Old 11-14-2008, 05:53 PM   #17
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Re: EDuke32 multiplayer suggestions/improvements
Can it runs EDUKE32 CONS in mutiplayer? I think this is the main thing that EDuke32 multiplayer needs... When i tried to run some Eduke32 MODs online, i get a lot of out of syncs, and it wasnt problem with the mod i think, cause it runs perfectly in single player.
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Old 11-14-2008, 05:59 PM   #18
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Re: EDuke32 multiplayer suggestions/improvements
Quote:
Originally Posted by The Commander View Post
Ok, after futher testing this is what me and william have came up with.
Eduke32 clients don't seem to use the same command lines as the host specifys in DukesterX. Xduke doesn't have this problem.

Log files included.
I hosted this game.
With XDUKE I can play mods with no problem, I have many GRP files and game.con files in the main dir, they dont mix or cause problems when launching in multiplayer with Xduke, but with eduke32 will always get out of sync using same setup.
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Old 11-14-2008, 07:49 PM   #19
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Re: EDuke32 multiplayer suggestions/improvements
- A serverside option to disable RTS
- Text spam prevention
- Maybe serverside user.con alterations to be transferred to clients (or allow some important variables to be changed in other ways such as destroyable cameras and such)
- When playing coop with you I noticed ammo was spread pretty thin. Perhaps allow respawning ammo as an option, or have ammo stay, but only allowed to be picked up once per player.
- Automatic user map transferals
- Make autoaim a serverside option
- Force respawn option
- Spawn furthest from players option
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Old 11-14-2008, 08:16 PM   #20
TerminX

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Re: EDuke32 multiplayer suggestions/improvements
Quote:
Originally Posted by William Gee View Post
I hosted this game.
With XDUKE I can play mods with no problem, I have many GRP files and game.con files in the main dir, they dont mix or cause problems when launching in multiplayer with Xduke, but with eduke32 will always get out of sync using same setup.
Post the logs from both sides of the game, I guess. If you're using that ancient relic Dukester X, make sure EDuke32 is configured as Duke3d_w32 and not JFDuke3d.
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Old 11-14-2008, 09:41 PM   #21
William Gee

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Re: EDuke32 multiplayer suggestions/improvements
Um commander already posted both logs? but we have always played it under jfduke port replacing the duke3d.exe while using DukesterX

We will try as Duke3d_w32
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Old 11-14-2008, 10:07 PM   #22
du8d
Re: EDuke32 multiplayer suggestions/improvements
Quote:
Originally Posted by DeeperThought View Post
That's not really something that can be "fixed" because it is built into the maps. You can always use your own versions of the maps with the extra spawn points removed.
This can be fixed by setting `defaultspawnpointonly=1' without changing the map.

only deathmatch and CTF need multiple spawn points.
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Old 11-15-2008, 03:33 AM   #23
William Gee

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Re: EDuke32 multiplayer suggestions/improvements
Something I would like is COOP kill stats.
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Old 11-15-2008, 06:44 PM   #24
TerminX

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Re: EDuke32 multiplayer suggestions/improvements
Here's a networking test build for Windows if anyone wants to try it out, http://wiki.eduke32.com/crap/eduke32_nettest.rar

You should be able to rename it to duke3d.exe or duke3d_w32.exe to play with it on Dukester X... the -net parameter works with both Rancidmeat network configuration files and JFDuke-style command line arguments now without the need for that weird wrapper program I included in the past with some versions of EDuke32.

Please post any problems here instead of in the main EDuke32 thread.
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Old 11-20-2008, 01:12 AM   #25
William Gee

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Re: EDuke32 multiplayer suggestions/improvements
given it a few tests.

On the note of playing mods on dukesterX, If you use EDUKE32 as a replacement for jfduke port then playing mods will get very messy and isnt worth it, but if you use EDUKE32 as the rancidmeat replacement, then mods play fine.

So in otherwords don't try to play mods using the jfport on dukesterx at all.
This makes me happy, now I can play eduke32 mods with no problem.
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Old 11-20-2008, 03:28 AM   #26
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
Wow, I was playing all them games the whole time with the old one you know William.
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Old 01-07-2010, 12:30 AM   #27
Rabbit
Re: EDuke32 multiplayer suggestions/improvements
If anyone is looking for Another Eduke32 Network Lanucher/Chat where you can find people in a lobby or get some buddys and make a game Doom Connector now supports Eduke32 Net play..

you can download it from : http://www.DoomConnector.org

the support file you will need can be downloaded by Clicking here.

If anyone has any questions after installing you can ask
Kasper (Me)
Tribeam (Admin)
Mr.Goth (Admin)
or Zorcher(Admin)

Theres also a few other users that can help you as well

Or you can contact me on MSN

Well hope this helps those who still like to play Duke online!!!

Happy Fragging!!

---------- Post added at 12:30 AM ---------- Previous post was at 12:18 AM ----------

I would Say that something that would be best for multiplayer support would be In-game Joining and a master Server with a Server Client mode that could get rid of the Out of sync crap that im sure everyone gets from time to time and hates. and maybe new Game modes like CTF etc?
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Old 01-07-2010, 02:04 AM   #28
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
lol,
Eduke32 has supported in-gaming joining for just over a month now. Server-Client side MP.

http://forums.duke4.net/index.php?showtopic=1530

Everyone who follows DN3D/EDuke32 development no longer really use this forum and use Duke4.net

http://forums.duke4.net/index.php?showforum=26

Once the main bugs have been sorted out and a ingame menu browser all this MP Launchers will become a thing of the past, unless you feel like playing crappy xduke.
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Old 01-07-2010, 02:31 AM   #29
Steve

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Re: EDuke32 multiplayer suggestions/improvements
in-game joining? That's awesome
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Old 01-07-2010, 02:43 AM   #30
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
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Old 01-07-2010, 02:59 AM   #31
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Re: EDuke32 multiplayer suggestions/improvements
Quote:
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That face effed up photoshop is still better than your actual face



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Old 01-07-2010, 04:39 AM   #32
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
[Insert some smart remark here]
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Old 01-07-2010, 06:59 AM   #33
Rabbit
Re: EDuke32 multiplayer suggestions/improvements
Sweet.. well if its like most other games most people still use Launcher/chat clients etc so they can chat with there buddys online before starting a game, but sweet move on the ingame joining guess ill have to update the Support dll again for the ppl who do use it
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Old 01-07-2010, 07:16 AM   #34
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
Id suggest making an account at duke4.net just to follow the news for the MP and get the info that will redoubtably be needed.

Maybe even join the IRC for EDuke32.

irc://irc.freenode.net/eduke32
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Old 01-22-2010, 06:44 AM   #35
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Re: EDuke32 multiplayer suggestions/improvements
Since this thread is revived, I'm using the chance to ask whether team-deathmatch is working by now? :-)
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Old 01-22-2010, 07:04 AM   #36
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
Quote:
Originally Posted by soulmate View Post
Since this thread is revived, I'm using the chance to ask whether team-deathmatch is working by now? :-)
Never knew it was broken.
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Old 01-22-2010, 07:52 AM   #37
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Re: EDuke32 multiplayer suggestions/improvements
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Never knew it was broken.
uhm, I once asked how to put TD-Spawnpoints in mapster and the reply was that TD wasn't working/finished yet...maybe I'm a little bit behind?
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Old 01-22-2010, 09:55 AM   #38
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Re: EDuke32 multiplayer suggestions/improvements
I don't think the gametype was ever broken, just the spawn points for it.
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Old 01-22-2010, 10:21 PM   #39
The Commander

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Re: EDuke32 multiplayer suggestions/improvements
TX did tell me that the TDM spawn points weren't random but they did have a pattern.
What that was, I forget now.
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Old 02-02-2010, 12:33 PM   #40
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Re: EDuke32 multiplayer suggestions/improvements
IIRC it spawns you at the spawn point closest to whichever teammate has the most health.
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