Sat Oct 11, 2014 8:32 pm
Sun Oct 12, 2014 10:58 am
Sun Oct 12, 2014 4:25 pm
He hasn't really been advertising it much, but Edward850 has been working on a program called "ZDoom Online". As I understand it, ZDO will have a lobby system for hosting and joining games, and the program will handle the launching process. Essentially we'd get the simplicity of a server browser for P2P games.Mr.Rocket wrote: But I was curious as to if a program could be created maybe similar to chocolate doom's multiplayer launcher where any servers hosted could be visible perhaps to a virtual master server?
You're being excessively ignorant and not helping answer the question at all.Monsterovich wrote:[Words]
Sun Oct 12, 2014 6:27 pm
NeuralStunner wrote:"ZDoom Online"Mr.Rocket wrote: But I was curious as to if a program could be created maybe similar to chocolate doom's multiplayer launcher where any servers hosted could be visible perhaps to a virtual master server?
NeuralStunner wrote:You're being excessively ignorant and not helping answer the question at all.Monsterovich wrote:Edward's avatar actually shows how (Z)Doom multiplayer works.
Remember, client/server architecture has come since Quake 1, because Carmack realised that doom multiplayer sucks. The end.
Mon Oct 13, 2014 12:28 am
Mon Oct 13, 2014 12:56 am
Mr.Rocket wrote:Is the idea of it to have other source engines like Prboom-plus, Gzdoom, and Chocolate Doom to be supported along side Zdoom in Zdoom Online?
Mr.Rocket wrote:ps, is there another thread or forum for this topic elsewhere besides here? (feel free to pm) as this of course is a closed feature request in part of Zdoom, but at the time and in my search I had no where else to ask.
Mon Oct 13, 2014 2:25 pm
edward850 wrote:GZDoom uses the exact same networking base as ZDoom, so anything ZDO supports with ZDoom will also include GZDoom by design.
Chocolate Doom should be no problem and fits most of the design backend already, sans the networking lobby, so it's doable and I'll likely support it down the road, but of course isn't a priority.
Prboom-plus is the black sheep. By all means it supports multiplayer, but anything that isn't a LAN has horrible results, due to it being pretty much the same thing as Vanilla's multiplayer (likely the intention). However, that isn't really a reason not to, but isn't a priority for the same reason Chocolate Doom isn't either.
edward850 wrote:Well, there is the networking subforum, if that's what you mean.
Tue Oct 14, 2014 9:13 am
Mr.Rocket wrote:I suppose if the pipe is big enough with a good upstream prboom and choco might be more feasible for internet games though, but I know what you mean.
Tue Oct 14, 2014 3:22 pm
Fri Oct 17, 2014 12:20 pm
edward850 wrote:Prboom-plus is the black sheep. By all means it supports multiplayer, but
do not use prboom-plus for multiplayer. it sucks.
Fri Oct 17, 2014 7:04 pm
Sat Oct 18, 2014 7:53 pm
Thu Jan 26, 2017 10:00 pm
Mr.Rocket wrote:Maybe one day someone will come along and make an IPX emulation for such.