Split-Screen Doom

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Split-Screen Doom

Postby SamuraiSTALIN » Fri Jun 26, 2015 11:13 am

So, split-screen Zdoom is probably never going to happen. What's people experiences with sourceports like Doom Legacy that support split-screen? What's the best source port for split-screen, in your opinion?
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Re: Split-Screen Doom

Postby Amuscaria » Fri Jun 26, 2015 11:47 am

Doom Legacy was the only port, that I'm aware of, that had split screen.
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Re: Split-Screen Doom

Postby phantombeta » Fri Jun 26, 2015 12:00 pm

I remember seeing an option for Splitscreen in 3DGE...
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Re: Split-Screen Doom

Postby Coraline » Fri Jun 26, 2015 12:53 pm

For 3DGE you need to use the command line to enable it as it's still sort of kludgy: -splitscreen starts a normal cooperative game. Playing with other command line options allows you to specify deathmatch, etc.

Input handling is rough so it's pinned to one player using keyboard, the other using mouse...you'll see how it works. The next version of 2.0 will have full input authoring.
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Re: Split-Screen Doom

Postby mallo » Fri Jun 26, 2015 1:29 pm

I once tried splitscreen in Legacy. It was terrible. There were a lot of player clones all over the place, but they didn't move.
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Re: Split-Screen Doom

Postby Laggy » Fri Jun 26, 2015 9:36 pm

Oooh I remember when I used to play Split-Screen Doom with friends ages ago. It was buggy but acceptable. Good times.
(Now we play Serious Sam 3, heheh.)
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Re: Split-Screen Doom

Postby DaMan » Sat Jun 27, 2015 12:27 am

Doom3D has 4 player split screen.
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Re: Split-Screen Doom

Postby The Zombie Killer » Sat Jun 27, 2015 1:13 am

SamuraiSTALIN wrote:So, split-screen Zdoom is probably never going to happen.

Set cl_splitscreen to 1. This is kinda unfinished though, only supports up to 4 player splitscreen (although it probably wouldn't make sense to support any more than that) and there isn't any way to control players other than player 1 at the moment.
Also note that the hud isn't implemented and weapon sprites will only be visible in software mode.
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Re: Split-Screen Doom

Postby Dancso » Sat Jun 27, 2015 2:29 am

Well what do you know, it actually works! :D
http://i.imgur.com/ud8see5.png

I did have to start two clients to get this going so i ended up with two windows, each one controlling their respective player. (is there even a way to simulate a multiplayer game in one instance of zdoom?)
Given how I've set it up, am I right to think this could work with a netgame? :P

edit: Resolutions with a 4:3 aspect ratio seem to be the best fitting (there are no black bars on either side or above/below), though the aspect rate doesn't seem to directly affect the viewports' squishedness.
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Re: Split-Screen Doom

Postby The Zombie Killer » Sat Jun 27, 2015 2:47 am

Dancso wrote:I did have to start two clients to get this going so i ended up with two windows, each one controlling their respective player. (is there even a way to simulate a multiplayer game in one instance of zdoom?)

Or you could add a bot :p

There are multiple ways I could handle multiple players on one instance, but I'm not sure which one I'll go with
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Re: Split-Screen Doom

Postby Coraline » Sat Jun 27, 2015 4:01 am

For anyone interested, here's splitscreen mode in 3DGE (running through Hypertension). When running normally, 3DGE uses the normal HUD for both players (depending on which HUD you have selected):

Image
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Re: Split-Screen Doom

Postby SamuraiSTALIN » Sun Jun 28, 2015 11:33 am

The Zombie Killer wrote:
SamuraiSTALIN wrote:So, split-screen Zdoom is probably never going to happen.

Set cl_splitscreen to 1. This is kinda unfinished though, only supports up to 4 player splitscreen (although it probably wouldn't make sense to support any more than that) and there isn't any way to control players other than player 1 at the moment.
Also note that the hud isn't implemented and weapon sprites will only be visible in software mode.


Didn't have any success with it in GZdoom, but this is awesome! I hope you finish it.
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Re: Split-Screen Doom

Postby kodi » Sun Jun 28, 2015 11:37 am

I wonder if covering half the screen with a camera texture and having mod-specific duplicates of the movement, shooting etc. keys would work.
Edit: would need an ACS based hud too I think.
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Re: Split-Screen Doom

Postby cambertian » Sun Jun 28, 2015 2:52 pm

I'd love to see a let's play/speed-run of Doom co-op where one person does all the mouse stuff and the other does all of the keyboard stuff, or something similar. If there's one thing I love in vidya james, it's couch-coop.
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Re: Split-Screen Doom

Postby The Zombie Killer » Mon Jun 29, 2015 4:33 am

SamuraiSTALIN wrote:
The Zombie Killer wrote:
SamuraiSTALIN wrote:So, split-screen Zdoom is probably never going to happen.

Set cl_splitscreen to 1. This is kinda unfinished though, only supports up to 4 player splitscreen (although it probably wouldn't make sense to support any more than that) and there isn't any way to control players other than player 1 at the moment.
Also note that the hud isn't implemented and weapon sprites will only be visible in software mode.


Didn't have any success with it in GZdoom, but this is awesome! I hope you finish it.

Are you using an old version of GZDoom? Or did the player weapon sprites just not show up?
I may finish it someday, although I have some other stuff I want to get done first.

kodi wrote:I wonder if covering half the screen with a camera texture and having mod-specific duplicates of the movement, shooting etc. keys would work.
Edit: would need an ACS based hud too I think.

Camera textures are currently how it works, and custom keys are exactly how I plan to do it.
Doing the hud in sbarinfo is possible, although ACS would probably be easier.
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