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Multiplayer Launcher

PostPosted: Tue May 22, 2018 10:50 pm
by CamGenius
Multiplayer Launcher for GZDoom!

GZDoom-Multiplayer-Launcher-Screenshot.png

Features:
• Hover over elements to find out more about it
• Host or Join
• Number of Players (1-8)
• Game Type (Co-op, Deathmatch, Alternative Deathmatch)
• Difficulty Level (1-5)
• Episode Selector (1-4)
• Map Selector (1-9)
• Broadcast to Master Server?
• IP Address
• Port Number
• Additional Commands

Usage:
Place GZDoom Multiplayer Launcher in the root directory of your gzdoom folder then run.

Limitations/Future Improvements:

• Currently only works on Doom shareware version, Doom full version, and Doom Ultimate with the default wad being loaded automatically. This can be overwritten with the additional commands option but the episode and map you play on cannot.

Download:
https://github.com/CamGenius/GZDoom-Mul ... r/releases

Re: Multiplayer Launcher

PostPosted: Wed May 23, 2018 9:05 pm
by Siberian Tiger
Hallo,

Just a quick suggestion, you might want to reconsider the 'Player Count' functionality that you presently have implemented in the software. Judging by the image that you have provided in the main topic, you currently have 'Player Count' adjustable only by using a UI Slider - which is really hard to determine what the value is to the end-user. If the end-user were to adjust the Slider, regardless if a UI Hint is displayed or not during the interval changes, it can confuse the end-user as to what the value is - when they try to confirm the settings before hitting the UI Button labeled 'Start'. I would suggest on using a standard UI Textfield instead that limits the input to just Natural Numbers (1 - 8). You will have to implement checks to assure that the values are legal (again: 1 - 8), but with that UI change - it will be much more clear-cut to the end-user.

I hope this suggestion helps.

Regards,

Re: Multiplayer Launcher

PostPosted: Wed May 23, 2018 10:40 pm
by CamGenius
I thought about what you said and thought about a few things that might make it better. First of all there is a UI hint that pops up when using the slider. Secondly the slider snaps to the values making it really easy. Lastly I will update it so that a label also displays the current value.

Re: Multiplayer Launcher

PostPosted: Thu May 24, 2018 4:29 am
by Tormentor667
This is interesting

Re: Multiplayer Launcher

PostPosted: Thu May 24, 2018 11:22 am
by Siberian Tiger
CamGenius wrote:I thought about what you said and thought about a few things that might make it better. First of all there is a UI hint that pops up when using the slider. Secondly the slider snaps to the values making it really easy. Lastly I will update it so that a label also displays the current value.


Hallo,

Having a UI Label is an okay idea and will help the end-user understand what the value is - after they adjust with the UI Slider before hitting the 'Start' UI Button.

Thank you for your time.

Regards,

Re: Multiplayer Launcher

PostPosted: Thu May 24, 2018 4:14 pm
by Kappes Buur
I've been using Unleashed from early on. If I remember correctly, Martin programmed that in Basic. Maybe this could stand bringing it into a 21st century (C++) state. Just an idea.

Re: Multiplayer Launcher

PostPosted: Mon May 28, 2018 11:21 pm
by CamGenius
I updated the Player Count Slider AutoToolTip with a Label as seen above.

Re: Multiplayer Launcher

PostPosted: Mon May 28, 2018 11:24 pm
by CamGenius
Kappes Buur wrote:I've been using Unleashed from early on. If I remember correctly, Martin programmed that in Basic. Maybe this could stand bringing it into a 21st century (C++) state. Just an idea.

That program seems to be an all in one launcher. My goal with this project is to simply make an easy multiplayer launcher because the console commands are not very user friendly.

Re: Multiplayer Launcher

PostPosted: Tue Oct 09, 2018 5:58 pm
by PlutonianEmpire
Any plans for compatibility with Zandronum?