Split-Screen Doom
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Split-Screen Doom
So, split-screen Zdoom is probably never going to happen. What's people experiences with sourceports like Doom Legacy that support split-screen? What's the best source port for split-screen, in your opinion?
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Re: Split-Screen Doom
Doom Legacy was the only port, that I'm aware of, that had split screen.
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Re: Split-Screen Doom
I remember seeing an option for Splitscreen in 3DGE...
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Re: Split-Screen Doom
For 3DGE you need to use the command line to enable it as it's still sort of kludgy: -splitscreen starts a normal cooperative game. Playing with other command line options allows you to specify deathmatch, etc.
Input handling is rough so it's pinned to one player using keyboard, the other using mouse...you'll see how it works. The next version of 2.0 will have full input authoring.
Input handling is rough so it's pinned to one player using keyboard, the other using mouse...you'll see how it works. The next version of 2.0 will have full input authoring.
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Re: Split-Screen Doom
I once tried splitscreen in Legacy. It was terrible. There were a lot of player clones all over the place, but they didn't move.
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Re: Split-Screen Doom
Oooh I remember when I used to play Split-Screen Doom with friends ages ago. It was buggy but acceptable. Good times.
(Now we play Serious Sam 3, heheh.)
(Now we play Serious Sam 3, heheh.)
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Re: Split-Screen Doom
Doom3D has 4 player split screen.
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Re: Split-Screen Doom
Set cl_splitscreen to 1. This is kinda unfinished though, only supports up to 4 player splitscreen (although it probably wouldn't make sense to support any more than that) and there isn't any way to control players other than player 1 at the moment.SamuraiSTALIN wrote:So, split-screen Zdoom is probably never going to happen.
Also note that the hud isn't implemented and weapon sprites will only be visible in software mode.
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Re: Split-Screen Doom
Well what do you know, it actually works! 
http://i.imgur.com/ud8see5.png
I did have to start two clients to get this going so i ended up with two windows, each one controlling their respective player. (is there even a way to simulate a multiplayer game in one instance of zdoom?)
Given how I've set it up, am I right to think this could work with a netgame?
edit: Resolutions with a 4:3 aspect ratio seem to be the best fitting (there are no black bars on either side or above/below), though the aspect rate doesn't seem to directly affect the viewports' squishedness.

http://i.imgur.com/ud8see5.png
I did have to start two clients to get this going so i ended up with two windows, each one controlling their respective player. (is there even a way to simulate a multiplayer game in one instance of zdoom?)
Given how I've set it up, am I right to think this could work with a netgame?

edit: Resolutions with a 4:3 aspect ratio seem to be the best fitting (there are no black bars on either side or above/below), though the aspect rate doesn't seem to directly affect the viewports' squishedness.
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Re: Split-Screen Doom
Or you could add a botDancso wrote:I did have to start two clients to get this going so i ended up with two windows, each one controlling their respective player. (is there even a way to simulate a multiplayer game in one instance of zdoom?)

There are multiple ways I could handle multiple players on one instance, but I'm not sure which one I'll go with
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Re: Split-Screen Doom
For anyone interested, here's splitscreen mode in 3DGE (running through Hypertension). When running normally, 3DGE uses the normal HUD for both players (depending on which HUD you have selected):


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Re: Split-Screen Doom
Didn't have any success with it in GZdoom, but this is awesome! I hope you finish it.The Zombie Killer wrote:Set cl_splitscreen to 1. This is kinda unfinished though, only supports up to 4 player splitscreen (although it probably wouldn't make sense to support any more than that) and there isn't any way to control players other than player 1 at the moment.SamuraiSTALIN wrote:So, split-screen Zdoom is probably never going to happen.
Also note that the hud isn't implemented and weapon sprites will only be visible in software mode.
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Re: Split-Screen Doom
I wonder if covering half the screen with a camera texture and having mod-specific duplicates of the movement, shooting etc. keys would work.
Edit: would need an ACS based hud too I think.
Edit: would need an ACS based hud too I think.
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Re: Split-Screen Doom
I'd love to see a let's play/speed-run of Doom co-op where one person does all the mouse stuff and the other does all of the keyboard stuff, or something similar. If there's one thing I love in vidya james, it's couch-coop.
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Re: Split-Screen Doom
Are you using an old version of GZDoom? Or did the player weapon sprites just not show up?SamuraiSTALIN wrote:Didn't have any success with it in GZdoom, but this is awesome! I hope you finish it.The Zombie Killer wrote:Set cl_splitscreen to 1. This is kinda unfinished though, only supports up to 4 player splitscreen (although it probably wouldn't make sense to support any more than that) and there isn't any way to control players other than player 1 at the moment.SamuraiSTALIN wrote:So, split-screen Zdoom is probably never going to happen.
Also note that the hud isn't implemented and weapon sprites will only be visible in software mode.
I may finish it someday, although I have some other stuff I want to get done first.
Camera textures are currently how it works, and custom keys are exactly how I plan to do it.kodi wrote:I wonder if covering half the screen with a camera texture and having mod-specific duplicates of the movement, shooting etc. keys would work.
Edit: would need an ACS based hud too I think.
Doing the hud in sbarinfo is possible, although ACS would probably be easier.