Multiplayer support for ScreenJob status screens

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: GZDoom Developers

User avatar
TehRealSalt
Posts: 141
Joined: Thu Apr 03, 2014 10:25 am
Discord: TehRealSalt#6754
Github ID: TehRealSalt
Graphics Processor: nVidia (Modern GZDoom)

Multiplayer support for ScreenJob status screens

Post by TehRealSalt »

As far as I can tell, it is impossible to get multiplayer inputs over to StatusScreen after 4.8.0.

- player.cmd.buttons became inaccessible
- playerready[] became unused
- ScreenJob OnEvent doesn't have a player number
- SendNetworkEvent & NetworkProcess don't work outside of levels

Any kind of method to handle multiplayer intermissions would be nice, not picky at all how it's implemented. Just looking for a way to be able to bring back the standard Doom "ready-up" between levels.

If it is implemented and it's just something I missed, I'd love to hear.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47995
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Multiplayer support for ScreenJob status screens

Post by Graf Zahl »

One important change here was to move the entire intermission code from play to UI, i.e. it is no longer synchronized with the game input - the only sync point is when the intermission ends.
The only way to bring input sync back would be to throw it all out again.

In this case I had to make a choice to either forgo the feature or break some rare intermission mods. The input sync of these screens has always been a major maintenance hassle.
User avatar
TehRealSalt
Posts: 141
Joined: Thu Apr 03, 2014 10:25 am
Discord: TehRealSalt#6754
Github ID: TehRealSalt
Graphics Processor: nVidia (Modern GZDoom)

Re: Multiplayer support for ScreenJob status screens

Post by TehRealSalt »

I'm mostly just wondering about the plausibility of something like SendNetworkEvent / NetworkProcess to be able to roll my own. That seems like it was supposed to be the answer for being able to nab inputs made in UI scope in a networking-safe & scope-friendly way. It was my first hunch on reimplementing this until I found out it just doesn't run at all during intermission. It makes sense because running code intended for regular gameplay during an intermission sounds like a disaster, but caught me a bit by surprise initially. So just an alternative for ScreenJob (or even just StatusScreen, since really it's the one weirdo state that isn't gameplay but might want lots of inputs) would be nice.

Otherwise, fair enough, I'll just move my intermissions to some in-level HUD abomination instead :p
User avatar
Nash
 
 
Posts: 17283
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: Multiplayer support for ScreenJob status screens

Post by Nash »

Would a PR to allow network events in the intermission screen the accepted?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47995
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Multiplayer support for ScreenJob status screens

Post by Graf Zahl »

If done right, sure.

Return to “Feature Suggestions”