Online Games via Doom Connector?

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Re: Online Games via Doom Connector?

by edward850 » Thu Jun 12, 2014 10:56 pm

AkumaKing wrote:Either way, it would be cool if ZDoom could have more players and actually showed up on server browsers and the such. Single player is fun, but you've got to admit that a good number of mods would be more fun in larger groups. I mean, I wish we could at least have a maximum of 15 or 20. Those are reasonable numbers, from what I've seen in Doom Seeker. The amount of people who join are usually within that range.
I could easily push the player limit to 32 (I have already done this once before). I just need to change one thing in the handshake code and that's solved. However, Player pointers still need to be sorted to do it properly. I could also just as well push it to 255, but I would need to deal with Player Pointers, the time freeze powerup (which uses a 32bit mask), extra bit sets in the game handshake (which might as well be replaced entirely at that point), and maybe optimize some player lookup loops. It'll certainly run, though. :D
As for listing "servers", there is no actual point at the moment. All you'll get is the benefit of seeing that there is indeed a game running. ;)
AkumaKing wrote:However, that idea will also probably be rejected for reasons such as it being unnecessary and most of us playing offline anyways.
Most. Certainly not all, however.

Re: Online Games via Doom Connector?

by AkumaKing » Thu Jun 12, 2014 10:40 pm

Meh, it was only an idea. I didn't expect it to be well received anyways, I just like to get my ideas out there for whatever reason.If no one cares for it, it doesn't really matter.

Either way, it would be cool if ZDoom could have more players and actually showed up on server browsers and the such. Single player is fun, but you've got to admit that a good number of mods would be more fun in larger groups. I mean, I wish we could at least have a maximum of 15 or 20. Those are reasonable numbers, from what I've seen in Doom Seeker. The amount of people who join are usually within that range.


However, that idea will also probably be rejected for reasons such as it being unnecessary and most of us playing offline anyways. Once again, just wanting to get the idea out there. I guess I can blame my OCD for me having this urge to tell my ideas to others despite me knowing that they could easily reject said ideas. (Or maybe it won't be rejected and I'm just being insecure about my own ideas? Who knows?)

Re: Online Games via Doom Connector?

by edward850 » Thu Jun 12, 2014 7:15 pm

AkumaKing wrote:I've always felt that the Zandronum devs should just ask permission to bring over their features to ZDoom.
It doesn't actually need permission, as they both have the same open source licence.
AkumaKing wrote:If they became part of the main ZDoom port, ZDoom would have better multiplayer, some cool runes, and whatever else Zandronum adds. In exchange, the Zandronum devs won't have to keep up with ZDoom's new features and can just continue improving and adding along side ZDoom's devs.
So ZDoom gets a thing it already has and a bunch of things that it already supports (they are already generic modding features)? I'm not sure what the gain is on this one?
AkumaKing wrote:Y'know, merge work somehow to make everyone's life easier in the long run. Of course, everything will probably be a pain to sort out during the merge, but it will probably be worth it.
The only thing you're right about is the hell-merge. Nothing would be easier for anybody (especially the programmers :sadno:), and ZDoom looses its fast/low bandwidth network interface.

Or, you know, what Graf Zahl said. :P

Re: Online Games via Doom Connector?

by Graf Zahl » Thu Jun 12, 2014 4:47 pm

AkumaKing wrote: I've always felt that the Zandronum devs should just ask permission to bring over their features to ZDoom.

If they became part of the main ZDoom port, ZDoom would have better multiplayer, some cool runes, and whatever else Zandronum adds. In exchange, the Zandronum devs won't have to keep up with ZDoom's new features and can just continue improving and adding along side ZDoom's devs.

Y'know, merge work somehow to make everyone's life easier in the long run. Of course, everything will probably be a pain to sort out during the merge, but it will probably be worth it.


That's just my take on things.

This will never happen for various reasons. And it wouldn't make anything easier, it'd only force us ZDoom devs to work with the messy parts from the depths of Skulltag, not the least of which is the invasiveness of the netcode on the play engine. So better forget about it as quickly as possible. :twisted:

Re: Online Games via Doom Connector?

by AkumaKing » Thu Jun 12, 2014 3:19 pm

The Zombie Killer wrote:
Mikk- wrote:For starters there's the fairly small player limits, the peer to peer networking [no servers] and the occasional de-sync that makes online play not exactly the best doom experience... I can definitely see some downsides..
Yeah, 8 players vs 64 is a huge difference. If someone were to port Zandronum's netcode over to the latest revision of GZDoom, I'd love them forever.
Of course, that's a huge undertaking though.

I've always felt that the Zandronum devs should just ask permission to bring over their features to ZDoom.

If they became part of the main ZDoom port, ZDoom would have better multiplayer, some cool runes, and whatever else Zandronum adds. In exchange, the Zandronum devs won't have to keep up with ZDoom's new features and can just continue improving and adding along side ZDoom's devs.

Y'know, merge work somehow to make everyone's life easier in the long run. Of course, everything will probably be a pain to sort out during the merge, but it will probably be worth it.


That's just my take on things.

Re: Online Games via Doom Connector?

by NeuralStunner » Mon Nov 04, 2013 4:28 pm

The Zombie Killer wrote:If someone were to port Zandronum's netcode over to the latest revision of GZDoom, I'd love them forever.
Standard response: "It's not that simple."

Not precisely the same, but this is basically the purpose of Zandronum.

Admittedly, the netcode of Skulltag/Zandronum is pretty questionable, but fixing that particular kind of problem would involve a complete rewrite from the ground up (which would take longer than continuing on with the current code).

Re: Online Games via Doom Connector?

by jpalomo » Sat Nov 02, 2013 10:37 pm

I suppose you could contact interested parties via PM or through IRC to organize something. I know I would be up for a few sessions. It would have to be during the weekend though.

Re: Online Games via Doom Connector?

by The Zombie Killer » Sat Nov 02, 2013 6:00 pm

Mikk- wrote:For starters there's the fairly small player limits, the peer to peer networking [no servers] and the occasional de-sync that makes online play not exactly the best doom experience... I can definitely see some downsides..
Yeah, 8 players vs 64 is a huge difference. If someone were to port Zandronum's netcode over to the latest revision of GZDoom, I'd love them forever.
Of course, that's a huge undertaking though.

Re: Online Games via Doom Connector?

by Mikk- » Sat Nov 02, 2013 5:40 pm

TheMightyHeracross wrote:Subforum Bump.

Why don't we set up some games online? There's no multiplayer activity in the ZDoom community at all. Yes, I know about Zandronum/Odamex/ZDaemon, but those are outdated versions of ZDoom, and we can't play all of the new, advanced ZDoom mods on them. So why not give it a try? :D
For starters there's the fairly small player limits, the peer to peer networking [no servers] and the occasional de-sync that makes online play not exactly the best doom experience... I can definitely see some downsides..

Re: Online Games via Doom Connector?

by poopgai » Sat Nov 02, 2013 3:36 pm

This would be cool :) - just for the fact that I would rather play with this community than the ones mentioned. And yes, I'd also like to play all these cool new mods online rather than the ones that usually gets overplayed in said communities.

Online Games via Doom Connector?

by TheMightyHeracross » Sat Nov 02, 2013 12:41 pm

Subforum Bump.

Why don't we set up some games online? There's no multiplayer activity in the ZDoom community at all. Yes, I know about Zandronum/Odamex/ZDaemon, but those are outdated versions of ZDoom, and we can't play all of the new, advanced ZDoom mods on them. So why not give it a try? :D

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