makeshift dedicated server kinda thing?

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: makeshift dedicated server kinda thing?

by Carnevil » Thu Mar 31, 2005 5:55 pm

Graf Zahl wrote:But the fact that it is still based on 2.0.60 which is 1 year and 3 months old by now is certainly disappointing. It used to be an alternative to using ZDoom but right now it is so outdated that it is more like a separate source port. Most newer ZDoom maps won't work with it anymore. :( ZDoom has changed a lot in this time and the next big change is coming right now so it might easily be possible that it has shut itself off from future upgrades forever.
I fully plan to upgrade the ZDoom version. I'd like to be able to play wads with DECORATE monsters, too. I had a major hiccup towards the end of the 96b development process (my computer crashed, and I got the flu), which was when I planned to upgrade the ZDoom version. On top of that, I don't have VS.net (which I need to compile the latest ZDoom), and 96b turned out to have quite a few bugs, which require immediate fixing. The plan was to upgrade with 96b, but thanks to a bit of a bump in the road, it didn't happen then.

When I have the 96 series to a point in which it's quite stable (which should be 96c, unless there's something horribly wrong with it that I don't know about), then I can worry about upgrading/adding more stuff. It doesn't make much sense to add to something that's unstable. While you might fix all the bugs that existed before, you might very well be introducing new bugs, resulting in neither build being stable. That's not something I want.

Anyway, I WILL upgrade the ZDoom version soon. Just not in 96c.

by Graf Zahl » Sun Mar 27, 2005 3:08 am

Chilvence wrote:I think its a bit of a shame that regular Zdoom users are pretty much at the mercy of Zdaemon and Skulltag when it comes to playing over the internet. Not that I have anything against either of those ports, both of them have a much more desirable way of starting network games. But waiting for them to catch up with the latest Zdoom features, or even just plain Hexen or Strife support is incredibly frustrating...

Of course, I have no idea what difficulties there are in implementing a decent client/server system, or how much maintenance it needs between upgrades or anything like that. But I think it would be nice if it were considered a feature at least as desirable as polymost, or the extendible inventory system, or any other of Zdoom's great features.

You are absolutely right. A coordinated effort to merge all the ZDoom derivatives into one powerful source port might help. But considering that the Skulltag source is not available I have absolutely no idea how much work it would be or even how compatible the source is.
But the fact that it is still based on 2.0.60 which is 1 year and 3 months old by now is certainly disappointing. It used to be an alternative to using ZDoom but right now it is so outdated that it is more like a separate source port. Most newer ZDoom maps won't work with it anymore. :( ZDoom has changed a lot in this time and the next big change is coming right now so it might easily be possible that it has shut itself off from future upgrades forever.

by Graf Zahl » Sun Mar 27, 2005 2:53 am

Bio Hazard wrote:keyword: "makeshift"

oh well I guess... you can't fight Graf, its just like trying to fight HotWax...

Yes, 'makeshift'! As in: unstable, buggy and prone to causing more problems than it solves. No, thank you! Either do it right or not at all but with ugly hacks like this you're easily shutting yourself off from future improvements.

by Chilvence » Sat Mar 26, 2005 11:34 pm

I think its a bit of a shame that regular Zdoom users are pretty much at the mercy of Zdaemon and Skulltag when it comes to playing over the internet. Not that I have anything against either of those ports, both of them have a much more desirable way of starting network games. But waiting for them to catch up with the latest Zdoom features, or even just plain Hexen or Strife support is incredibly frustrating...

Of course, I have no idea what difficulties there are in implementing a decent client/server system, or how much maintenance it needs between upgrades or anything like that. But I think it would be nice if it were considered a feature at least as desirable as polymost, or the extendible inventory system, or any other of Zdoom's great features.

by Bio Hazard » Sat Mar 26, 2005 9:21 pm

keyword: "makeshift"

oh well I guess... you can't fight Graf, its just like trying to fight HotWax...

by Graf Zahl » Sat Mar 26, 2005 7:37 pm

He would still be there and you don't have a dedicated server. It would be extremely makeshift and there would probably be other issues as well. Even if successful it'd stay a lousy hack and IMO it is very bad programming practice to implement a feature as a hack.

by Bio Hazard » Sat Mar 26, 2005 6:46 pm

wouldnt players 2-8 be valid player objects?
and why not just treat the unspawned player as dead?

by Graf Zahl » Sat Mar 26, 2005 5:55 pm

Yes, it is. Because that would mean the game is unable to work. The way the game is programmed it assumes a valid player object to be present. Even the title level does although you can't do anything there!

by Bio Hazard » Sat Mar 26, 2005 5:41 pm

um, just not spawning the player is a massive effort?

by QBasicer » Sat Mar 26, 2005 4:35 pm

Well, I think that it has limited usage too, as ZDoom does not support in-game joining.

What's the point of having a server open for hours and once people leave, that's it?

http://vectec.net/wicked_chat.txt

by Sir_Alien » Sat Mar 26, 2005 4:25 pm

charris wrote:This would be a cool feature...

On other news:
If I have 8 potatoes, and divde that by 3 apples, how many onions does Graf Zahl have?
7.

by Graf Zahl » Sat Mar 26, 2005 4:24 pm

I think the one I am going to smash in your face will be enough. :twisted:

Anyway, this is another of these features with limited use but probably massive effort to implement. Somehow I doubt that ZDoom's network architecture can handle this.

by QBasicer » Sat Mar 26, 2005 4:19 pm

This would be a cool feature...

On other news:
If I have 8 potatoes, and divde that by 3 apples, how many onions does Graf Zahl have?

by wildweasel » Sat Mar 26, 2005 1:57 pm

Well, to make a dedicated server, it would probably be a good idea to have a true client-server network model instead of what Doom has already.

by Bio Hazard » Sat Mar 26, 2005 12:37 pm

because ST doesnt support all of ZDoom's features of course!

Top