And maybe some acs functions for it.
I know there is allready zandronum, but it isn't as usefull for modding and gzdoom seems to be the engine to use for full commercial projects.
There are many reasons why gzdoom is better than zandronum I don't have to explain them all here.
team player spawns
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- wildweasel
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Re: team player spawns
This arguably doesn't make a lot of sense unless GZDoom's netcode is improved - you wouldn't want to make a commercial project reliant on multiplayer, with no in-game joining and a heavy dependence on deterministic syncing.
Re: team player spawns
I just want to make some team based multiplayer mods, I don't think implementing this feature would be too difficult so why not?
what we do with the engine is kind of irrelevant but I didn't mean a game only relying on multiplayer, lan games seem to be working fine for me and that should be enough for some extra maps that come with a singleplayer/coop campaign to play localy.
what we do with the engine is kind of irrelevant but I didn't mean a game only relying on multiplayer, lan games seem to be working fine for me and that should be enough for some extra maps that come with a singleplayer/coop campaign to play localy.