NJTrain: Multiplayer Update

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NJTrain: Multiplayer Update

Postby edward850 » Sun Dec 22, 2013 10:36 am

Alternative thread titles:
  • NJTrain: Multiplayer Edition
  • NJTrain: Train Harder
  • NJClownCar
  • NJTrain: Ryan Cordell is breaking your train.


With permission granted from Enjay (despite it not being my original intention :P), I have released my updated version of Enjay's famous NJTRAIN.wad (Runaway Train) to fix a particular oddity I noticed: Why does this map have 4 player starts, yet not work in multiplayer at all?

Introducing NJTRAINM, the fix to said scenario. It supports multiplayer with up to 8 players. Huzzah!

...
That's really about it. There are a couple of other subtle changes about how some scripts work. Players are now teleported to the train as a sector rather then 1 destination, (and more then 1 player can now actually enter the train), plus also some slight changes to the monster object placement to compensate.
Demo1 was also re-recorded (and then some), as this version won't run on older versions of ZDoom any more (well, not 1.22, anyway :P), and that demo just fails on a bad net command. Good enough of an excuse as any.

> Downhob here <

Also, seeing as some people would rather just want to see this somehow work in multiplayer:
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Re: NJTrain: Multiplayer Update

Postby Enjay » Sun Dec 22, 2013 10:53 am

edward850 wrote:Why does this map have 4 player starts, yet not work in multiplayer at all?


Probably to stop the DeePsea error checker complaining about "not enough player starts". :lol:

Thanks for doing the conversion. I hope that other people enjoy it too.
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Re: NJTrain: Multiplayer Update

Postby TheDarkArchon » Sun Dec 22, 2013 11:14 am

Oh, sure, leave the obvious cut point in, Edward. :P

(Also, the second "me" in the Nightmare part was actually Minigunner. He appeared as Minigunner on my screen. He also wasn't pink.)
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Re: NJTrain: Multiplayer Update

Postby Ed the Bat » Wed Dec 25, 2013 12:03 am

This doesn't work with any kind of custom playerclass. Instead of actually checking for players, this checks for the doomplayer actor class.
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Re: NJTrain: Multiplayer Update

Postby edward850 » Wed Dec 25, 2013 1:05 am

Technically, there is no bug there, as the issue is irrelevant to NJTRAINM. However I'll cook up a change seeing as it should straightforward to do so.
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Re: NJTrain: Multiplayer Update

Postby Ed the Bat » Wed Dec 25, 2013 1:08 am

edward850 wrote:Technically, there is no bug there, as the issue is irrelevant to NJTRAINM. However I'll cook up a change seeing as it should straightforward to do so.

Not saying it's a bug. Just that it's a sloppy way to do it; there are a lot of more flexible alternatives.
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Re: NJTrain: Multiplayer Update

Postby Ed the Bat » Sun Feb 23, 2014 10:20 pm

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