Search found 9 matches

by DumdogsWorld
Fri Feb 03, 2017 3:07 pm
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

I see. Well, I'm still gonna do some things first, but not as much. I wanna rename some of the new functions and variables to use proper naming conventions, make new functionality only operate when splitscreen mode is "turned on", etc. I guess I'm not looking to "finish" the project now, but just to ...
by DumdogsWorld
Fri Feb 03, 2017 2:53 pm
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

I just don't want to post anything before it's ready. Buuuuut...I see the logic in not sticking ZDooM at this point. So here's what I'm going to do. I'm going to download the latest GZDooM source code from GitHub (or where ever it is that I would find it) and I'll carry over the changes once I ...
by DumdogsWorld
Fri Feb 03, 2017 2:41 pm
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

I'm implementing some of your suggested changes now. Honestly, the game runs at full playable speed regardless, and such a method was necessary IMO to prevent having to butcher half of the rendering code. xD

EDIT:

Changing netgame to false and multiplayer to true results in a crash on startup.
by DumdogsWorld
Fri Feb 03, 2017 2:18 pm
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

I'll post some code once I get player controls implemented, but I'll go over the changes in a rough summary now. First and foremost, the splitscreen mode marks the game as being in netplay mode with 2 nodes and 2 players, which handles the majority of the changes automatically. However, it disables ...
by DumdogsWorld
Fri Feb 03, 2017 9:43 am
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

Do you have any code that can be reviewed? Getting some feedback now might not be the worst idea. I have some, but I want to make it more "friendly" with the rest of the engine before I submit it for review or anything. Shouldn't be too difficult, though. I just need to isolate the new behavior ...
by DumdogsWorld
Fri Feb 03, 2017 8:54 am
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

I didn't get the splitscreen code from other ports. I implemented it myself. :)
by DumdogsWorld
Fri Feb 03, 2017 12:57 am
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

I could try to request a merge with GZDooM, but there's some things that need to be done first. First of all, I really want to finish the normal ZDooM version first. Second, my changes are hacky and intrusive on the rest of the codebase. I would need to re-work a few things to only happen (or not ...
by DumdogsWorld
Fri Feb 03, 2017 12:12 am
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

Re: SSZDooM (Splitscreen ZDooM)

I'll check. BRB.

EDIT: It works in OBS if I set it to record the whole screen. I'm gonna post a Youtube video above...
by DumdogsWorld
Fri Feb 03, 2017 12:10 am
Forum: Abandoned/Dead Projects
Topic: SSZDooM (Splitscreen ZDooM)
Replies: 50
Views: 73186

SSZDooM (Splitscreen ZDooM)

Hello all! New to the forum! Splitscreen....a feature requested by a small few for almost forever. I decided to finally get around to mapping out the code differences between the ZDooM engine and the vanilla engines, and I've found that my "hacks" used in some of my unreleased custom ports ...

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