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Local server suggestion.

Posted: Wed Apr 15, 2020 7:16 pm
by I'mSorry
Something that would be really handy would be to have an option to run a local server on your computer like how Terraria or Minecraft have, alongside the peer-2-peer hosting of gzdoom. Having a second option like that would give GZDoom the capability to just jump in and out of the server with your buds at any time, which would be really awesome. I would like to just be able to jump into a game with some buds with all our mods/wads already loaded and all the gameplay options set and ready. That seems really useful and would cut a lot of time out of setting a hosted game.

You would only need to set up a bat that just has your mods/wads to load and the ip that the server is hosted at, no need to set up cvars and dmflags because that stuff would have already been set beforehand by any player hosting a local server. Local servers like the ones Terraria and Minecraft use are really taxing on a real low spec laptop (like mine), but I think something like a GZDoom local server won’t put a lot of strain on a really low spec system.

Let's say a player has another laptop that really isn’t used for anything, you can use that as like a makeshift server for your buds to goof around in and stuff and on top of that you won’t have any sort of strain on your laptop/desktop because you won’t be running the server, that would be another great use for something like this.

Thank you for listening to my suggestion <3

Re: Local server suggestion.

Posted: Wed Apr 15, 2020 7:35 pm
by wildweasel
In game joining is not trivial to do in this engine with this net code. You'd have to find a way to synchronize the game state with any new player on demand, and considering the only thing gzdoom syncs right now is player input, that's a tall order.

Re: Local server suggestion.

Posted: Wed Apr 15, 2020 9:01 pm
by I'mSorry
wildweasel wrote:In game joining is not trivial to do in this engine with this net code. You'd have to find a way to synchronize the game state with any new player on demand, and considering the only thing gzdoom syncs right now is player input, that's a tall order.
Oh right, I forgot that the only thing even transfered were mostly just inputs. Of course there is a way to do it since there are already source ports that do it, but the time and resource to even make something like this for gzdoom would be a bit much. My understanding of how gzdoom handles it's multiplayer side is rudimentary but I do see how making something like this would be an immense task to overtake. Thanks for the replay wild <3

Re: Local server suggestion.

Posted: Thu Apr 16, 2020 2:15 am
by Graf Zahl
Find a developer for it and it may happen...

Re: Local server suggestion.

Posted: Thu Apr 16, 2020 11:15 am
by JPL
Some of the work for this falls under the long-rumored "client-server multiplayer" support, which there is a branch for:

https://github.com/coelckers/gzdoom/com ... ientserver

I check it occasionally, it's certainly not moving at a rapid pace (partly because it's a single developer busy with other stuff) but it exists.

Re: Local server suggestion.

Posted: Thu Apr 16, 2020 10:13 pm
by I'mSorry
Graf Zahl wrote:Find a developer for it and it may happen...
I don't think I can find one willing to do this Zahl haha.

Re: Local server suggestion.

Posted: Thu Apr 16, 2020 10:21 pm
by I'mSorry
JPL wrote:Some of the work for this falls under the long-rumored "client-server multiplayer" support, which there is a branch for:

https://github.com/coelckers/gzdoom/com ... ientserver

I check it occasionally, it's certainly not moving at a rapid pace (partly because it's a single developer busy with other stuff) but it exists.
I'll keep an eye on it to, thank you JP