NJTrain: Multiplayer Update
Posted: Sun Dec 22, 2013 9:36 am
Alternative thread titles:
With permission granted from Enjay (despite it not being my original intention
), 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
), 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:
- 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

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

> Downhob here <
Also, seeing as some people would rather just want to see this somehow work in multiplayer: