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wolfwhips
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PostPosted: Mon Feb 18, 2008 12:57 pm
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Ok, I know this has been asked before lots of times, but, I wsa wondering if someone would consider doable the possibility of having wolf3d multiplayer? I read from earlier threads something about efforts done before, and they were abandoned, simply because the wolf3d engine had too many limitations. The reason I'm posting this on the other wolf3d games section is because other games, like corridor 7 which use wolf3d had multiplayer capability, albeit only ipx at the time, not tcp-ip. So i guess it would be possible to have a multiplayer wolf3d. Would someone consider working on this, at least as a challenge? i dont know if blake stone, etc had multiplayer capabilities too. I'd be much easier if the source code of those game were available, but well, at least wolf3d source is.

So, any suggestions?

thanks

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PostPosted: Mon Feb 18, 2008 11:47 pm
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HaHA! I knew the community wanted it. Smile It's going to show up using SDL in my Wolfenstein mod, and I think Ripper said SDL_net supports TCP and UDP. I don't know a lot about either of those, so I'm almost clueless about how each can be used, but I know it can be and will be done. If everyone wants, I could just make a WolfSDL version with multiplayer...
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PostPosted: Tue Feb 19, 2008 6:27 am
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Yes! That'd be great! I've been following the development of wolfSDL and it sounds very promising. Didnt know it supported multiplayer over TCP and UDP! Wow. Ripper, are you listening? hehehe:)

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PostPosted: Tue Feb 19, 2008 7:15 am
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I don't think wolf3d and multiplayer goes quote well...maybe in coop mode.
Anyway a good multiplayer needs good pack of skins, weapons (including projectiles), powerups and open-space arenas...basic wolf3d has none of those.
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PostPosted: Tue Feb 19, 2008 7:40 am
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Well, those could be implemented later doomjedi! wolf3d is not counterstrike anyways, and it doesnt need to be! Very Happy Important thing is to get multiplayer out first.

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PostPosted: Tue Feb 19, 2008 10:58 pm
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Um, by default, WolfSDL doesn't support multiplayer. It needs not only the SDL_net extension, but also a large modification to the objlist structure and a multiplayer game manager. Plus, as doomjedi says, some player sprites, some new weapons, and new levels. Once I'm finished the Adenovirus engine (which will hopefully have this by the betas), I'll modify it to something similar. I might even do that first. Shall we start a new project, then? I'm willing to help with it a lot... Smile
Right, I'm off to find an SDL_net devpak. Smile
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PostPosted: Tue Feb 19, 2008 11:29 pm
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Great AlumiuN, I would like to offer you my help in getting a multiplayer component, if you need any. Just let me know!

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PostPosted: Wed Feb 20, 2008 7:28 am
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Quote:
Plus, as doomjedi says, some player sprites, some new weapons, and new levels

Not only that, but 8dir shooting frames for all the skins and enemies used + 8dir spriteset in case of the BOSSes.
Also frag system, special multiplayer maps with respawn spots, item/weapon respawn feature....

With further progress it'll need medal system, ban system, cheat disabling, wolf-connector program, spectator mode etc...etc....
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PostPosted: Wed Feb 20, 2008 8:13 am
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Aren't you getting a little ahead with things Doomjedi. The first step is to create the client-server architecture. Even any shape or form of gameplay or movement in the gameworld is very far in the future. Starting from game networking with no experience from any kind of networking, is going to be a very difficult task...

Devpaks can be found from the devpak repository:
http://devpaks.org/details.php?devpak=124

Some networking libraries that could make your life a lot easier:
RakNet: http://www.jenkinssoftware.com/
ZoidCom: http://www.zoidcom.com/

I have devpaks of those somewhere, but try searching the repository...

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PostPosted: Wed Feb 20, 2008 9:07 am
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Yes, Sir! Smile
Doomjedi will be pateint.
I even can help graphically.

I just wanted to say that even "minimum" requirements for a playable multiplayer are quite heavy.
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PostPosted: Wed Feb 20, 2008 4:22 pm
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Yea, as codetech said, it's a big task, but at least let's start.

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PostPosted: Wed Feb 20, 2008 11:09 pm
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Codetech84 wrote:
The first step is to create the client-server architecture.

Erm... I might need some help on this. And pretty much everything else based on the multiplayer idea. I've had some ideas towards this (like adding an owner number to the objlist structure to designate the computer responsible for processing it), but I'm about as familiar with this as I am with graphics programming e.g. not at all. Sad Thanks for those links, by the way. ZoidCom had a devpak download, but RakNet didn't. I might have to learn how to make them. Smile
Also, what else do we want in the way of source code changes? If I'm lucky, I might be able to get my particle system working as well. Although, given that it's graphical, I'll need help on it (as usual). Very Happy
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PostPosted: Thu Feb 21, 2008 9:02 am
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Hmm, it would be great to have a full featured tcp/ip client-server networking system. By that method clients would be able to join a master server with other clients playing, and a "player #1 has joined" message would be displayed. Do you guys think that could be implemented with the networking libraries codetech mentioned? Particle system, hmm, sounds great, if you are able to pull it off. Smile How about opengl too, that'd be awesome, but maybe down the road.

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PostPosted: Thu Feb 21, 2008 8:13 pm
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With ZoidCom, definitely. But OpenGL is way out of my league. Smile
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PostPosted: Thu Feb 21, 2008 9:28 pm
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Who cares about openGL? Smile
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PostPosted: Thu Feb 21, 2008 10:23 pm
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AlumiuN wrote:
With ZoidCom, definitely. But OpenGL is way out of my league. Smile


Cool, do you need any help in doing that? Do you think you could have a working pre-release ready anytime soon? You can count on me for any help you might need, not codingwise, but I can provide some weapon animation sprites, as well as some of the 8 dimension character ones. But for starters, why not use the ones that come with wolf3d? Razz

ps. doomjedi, do you draw your sprites with the mouse directly? Or do you use one of those tablets like the wacom one? I want to get one of those.

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PostPosted: Fri Feb 22, 2008 3:01 am
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I use mouse directly...on MS Paint Smile
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PostPosted: Fri Feb 22, 2008 7:23 am
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Ah ok great. I was thinking about buying one of those wacom tablets but now that i see you use the mouse directly i'll try my skills with the mouse too Smile. The tablets do cost from 80$ up.

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PostPosted: Fri Feb 22, 2008 5:01 pm
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Whee, pixel painting! Ahh, well, for a pre-release EXE sometime soon, I'd need some coding help from someone with a considerable knowledge of how to create multiplayer games, but otherwise the multiplayer component shouldn't take too long.
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PostPosted: Fri Feb 22, 2008 10:53 pm
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I can ask coders from Skulltag (or even zdoom).

...what about the progress the status of wolf multiplayer project?
Quote:

Here's an email I received from JJ Erickson, concerning the Wolf3D Multiplayer Engine: Ok it's another awesome update from Carnevil and I - the new Multiplayer Engine - almost a year in the making will be available for a closed beta testing.

There are 5 deathmatch arenas, 2 co-operative levels and 1 capture the life orb level. This is a huge event for the classic Wolfer community and I'd like to thank Carnevil for some of the skulltag source. Carnevil says "there are also 3 new bosses for single player in addition to 3 new weapons, a flamethrower, a grenade and a landmine".

A new script master to the group coded the game types. His name is Joseph van Hoche - he is a complete master to the multiplayer engine code. Also, I re-did some of the graphics in the game to suit this new engine:
-added deathorb (kills player on sight).
-added advanced teleporter (has animated warp sprite just like Doom).
-added new menu items (unlockables, cheats, online play, join game, scroll bar, adv. controls).
-it's in its own client! - thanks to Joseph.
Message to all: if you've got time, head on over to my IRC chat server:irc.Caelestia.net (or org).
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PostPosted: Sat Feb 23, 2008 4:57 am
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doomjedi wrote:
I can ask coders from Skulltag (or even zdoom).

...what about the progress the status of wolf multiplayer project?
Quote:

Here's an email I received from JJ Erickson, concerning the Wolf3D Multiplayer Engine: Ok it's another awesome update from Carnevil and I - the new Multiplayer Engine - almost a year in the making will be available for a closed beta testing.

There are 5 deathmatch arenas, 2 co-operative levels and 1 capture the life orb level. This is a huge event for the classic Wolfer community and I'd like to thank Carnevil for some of the skulltag source. Carnevil says "there are also 3 new bosses for single player in addition to 3 new weapons, a flamethrower, a grenade and a landmine".

A new script master to the group coded the game types. His name is Joseph van Hoche - he is a complete master to the multiplayer engine code. Also, I re-did some of the graphics in the game to suit this new engine:
-added deathorb (kills player on sight).
-added advanced teleporter (has animated warp sprite just like Doom).
-added new menu items (unlockables, cheats, online play, join game, scroll bar, adv. controls).
-it's in its own client! - thanks to Joseph.
Message to all: if you've got time, head on over to my IRC chat server:irc.Caelestia.net (or org).


Man going down this whole thread I thought no-one was going to mention that.

It made me sad.

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PostPosted: Sat Feb 23, 2008 5:22 pm
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doomjedi wrote:
I can ask coders from Skulltag (or even zdoom).


That would be brilliant! Smile
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PostPosted: Sat Feb 23, 2008 10:12 pm
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I can connect you if you want. I'm a member of Skulltag development team Smile
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PostPosted: Sun Feb 24, 2008 10:44 am
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Thats great news doomjedi! Hey, not to show any disdain to the zdoom/skulltag development team, but why not consider other free client-server networking ports too? Zd ans St 's networking code is great, but so are others like the one based from the quake engines. I know, it's probably a stretch, but for example, the networking code of the quake2 port r1q2 is one the best I have seen. http://www.r1ch.net/stuff/r1q2/ I can be downloading or streaming stuff while playing and have no lag at all. Anyways, just an idea.

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PostPosted: Fri Jan 16, 2009 6:04 am
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Great work you guys!

Please keep it up. I am interested to see a wolf3d multiplayer sometime in the future.

Unfortunately I don't have a lot of help to offer as I'm not good at programming or drawing textures.
But if you may ever need some multiplayer level design I'd like to help out with that.
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PostPosted: Fri Jan 16, 2009 9:22 am
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Now that Wolfenstein 3D is ported to SDL it shouldn't be a big deal anymore to create a multiplayer part for the game. You could do it with SDL_net. The last thing that's required now is a person who knows network programming Very Happy

EDIT: Next time I read through the whole theard before posting something that other people already said Embarassed

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PostPosted: Tue Feb 03, 2009 9:56 pm
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Wow, is this thread over a year old now. Time flies... Smile Is there anyone still interested in this project? So sad to see it die down. Doomjedi, did you get any more emails from the st and zd teams?

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PostPosted: Wed Feb 04, 2009 2:52 pm
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I'm still interested, but I'm a bit busy at the moment with Empire of Chaos (although I've hit a road-block with the Sound Manager). I'm still not quite sure of the viability of this, however, as the minimum amount of coding required still needs a 'mirror' of the objlist using Zoidcom nodes to be set up, or even replacing the whole game structure with a client\server system (to avoid OOS errors).
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PostPosted: Tue Feb 10, 2009 4:18 am
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It would be cool to play Wol3D online! I was making an offline deathmatch time ago, but I was still inexperienced (it was already a nice working project anyway!).

the point is, networked gameplay needs HIGH experience in network programming, because the game should keep flawless and without cheats. The last is VERY difficult to do...

A view to the original "Quake World" source code should be nice, but it's out of my free time. I think it's the most simple and best working game, so it should be perfect to be re-implemented.

Oh, and forget the Wolf3D game structure if you want it, because there won't be any more active sprites/players/objects divisions, but just the Entity class Very Happy
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PostPosted: Sat Feb 14, 2009 3:43 pm
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Would it be worth asking the diverse doom related communities for help? Or maybe the quake ones? AFAIK, there best doom client-server port that is open is odamex, they might be interested. On the quake side, maybe the darkplaces one.

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