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wolf3d online
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TexZK
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PostPosted: Sat Feb 14, 2009 3:50 pm
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I don't know how the Doom implementation behaves in multiplayer, but I'm pretty sure Darkplaces' QuakeWorld is both simple and well-done Smile
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PostPosted: Sat Feb 14, 2009 4:07 pm
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Yeah, and its main coder, LordHavoc, is very good and I bet he would be happy to provide some pointers. Smile

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PostPosted: Sat Feb 14, 2009 4:11 pm
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Anyway, I think the whole game engine should be rewritten. This is a VERY hard task... much more difficult than anything else for Wolf3D! I hope he would give some help at lest for the client/server architecture and synch.
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PostPosted: Sat Feb 14, 2009 6:35 pm
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If not the entire game engine, then at least the object system, so that it can use ZNodes instead of an objlist.
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PostPosted: Sat Feb 14, 2009 8:27 pm
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Does someone know what did the games based on the wolf3d codebase to have multiplayer? For example, corridor 7 had network support when it was released. And, AFAIK, they used the original wolf3d codebase, right? I dont think they rewrotethe entire object system for znodes.

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PostPosted: Sat Feb 14, 2009 9:08 pm
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That's because networking standards were different back in the DOS days. Now everything has to been communicated through MS's Windows drivers, and following their data procedures instead of designing our own. Sad
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PostPosted: Sun Feb 15, 2009 1:28 am
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@wolfwhips: Zoidcom didn't exist way back then, nor did the idea of mass LAN gaming. The reason I would have to recode everything into ZNodes, or at very least set up a parallel array of ZNodes, is because Zoidcom uses a client/server architecture based around sending ZNode objects. Smile
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PostPosted: Sun Feb 15, 2009 11:14 pm
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Alright, so, do you think you can do it all on your own? I mean, when/if you have time to work on it?

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PostPosted: Mon Feb 16, 2009 1:11 am
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I think, to be honest, it would be easier to look into network code using SDL_net and base that code around Wolf4SDL rather than adapting our program to fit Zoidcom. I'm a little busy with school, my Advanced Sound Manager and Empire of Chaos ATM, but I'll see what I can do. Smile
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PostPosted: Mon Feb 16, 2009 3:16 am
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Obviously the network implementation MUST be based on SDL_Net - it doesn't make sense using anything else!
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PostPosted: Mon Feb 16, 2009 11:57 am
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I was considering using Zoidcom or Raknet, but, of course, SDL_net provides cross-platform compatibility, so...

Would you be willing to help me out when I get around to it? Smile
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PostPosted: Tue Feb 17, 2009 1:12 pm
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AlumiuN wrote:
I was considering using Zoidcom or Raknet, but, of course, SDL_net provides cross-platform compatibility, so...

Would you be willing to help me out when I get around to it? Smile


If you it's me youre directing that post to, then of course, you can count on me on whatever is needed to get this started. Smile

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PostPosted: Tue Feb 17, 2009 4:58 pm
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You and TexZK. Smile
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PostPosted: Tue Feb 24, 2009 8:25 pm
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Ah ok, well, Im in with this. Smile

BTW, i found this from around the web. I dont know if it would help:

http://opensource.linuxgamepublishing.com/grapple/

It's a free/open source network layer, that can add multiplayer features to games. I dont know if it could be easily added to wolf3d. Maybe someone with networking knowledge can give some opinions?

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PostPosted: Wed Feb 25, 2009 12:59 pm
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That, I believe, is Linux only. Smile
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PostPosted: Thu Feb 26, 2009 1:58 pm
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I think its multiplatform, or it can work on many systems besides linux. Smile

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PostPosted: Fri Feb 27, 2009 1:36 am
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It will compile under MinGW for sure, but I'd prefer native VisualStudio compatiblity Smile
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PostPosted: Fri Feb 27, 2009 7:24 am
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Well, maybe the excellent coders here could make it compile in visualstudio in no time. Smile

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PostPosted: Fri Feb 27, 2009 5:10 pm
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I'd just use Dev. Very Happy After all, it uses gcc, so it should be no problem. Remind me to look into this when I have some time. Smile
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PostPosted: Fri Feb 27, 2009 6:21 pm
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Visual Studio? Not on my machine. The install program kept giving me an error that made no sense, and gave me no suggestions as to how I should fix the problem. I said, "Chuck it" from there, and Dev C++ has run the show ever since. Neutral
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PostPosted: Mon Mar 02, 2009 9:47 am
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I've read the SDL_Net docs and I've noticed it's a wrapper of the classic socket interface, noting so comfortable to work with for game development.

So, with a (dumb) search on Google, I 've found this library, which looks interesting:
http://www.kegel.com/anet/

Documentation:
http://www.kegel.com/anet/anet-0.10/doc/dp.htm


I know it's very old, and I don't even know what it really does (I've discovered it just 10 minutes ago Rolling Eyes ), but it looks like it's both cross-platform and was extensively used for commercial games by Activision.

The library looks also be useful for both P2P and server-client architectures, so it's very flessible.

It's the only "complete" cross-platform network library I've found... the only other one is DirectPlay as far as I know Shocked
Oh, and it has full Unicode compatibility...
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PostPosted: Mon Mar 02, 2009 11:34 am
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You're brilliant. I'll take a better look later when I have more time. Smile
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PostPosted: Mon Mar 02, 2009 2:10 pm
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Pizza Beer

I've tried to run the Linux makefile, but who wrote it set warnings as errors, and I get a whole bunch of them (related to the "packed" structure attribute). You'd better get rid of all "PACK" pre-processor definitions prior to run the makefile. This under the GNU GCC toolsuite, and I haven't tested with any of the other compilers, also because I don't like Dev-Cpp and Visual Studio needs heavy project "rearrangement" (I expect that).

I hope this will help us, because it looks a complete and handy API! Rewriting it for SDL_Net should be a good thing, but needs time... As far as I've read, the whole ANET API doesn't look so difficult to rewrite, but time is a damned resource... Confused
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PostPosted: Tue Mar 03, 2009 12:32 am
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Ok, forget about ANET!!!

I've found better and more recent network libraries, which should be handy and with good documentation:

  • RakNet: commercial C++ network library with a free version, including full source code (CC BY-NC). Full support for VS (VC6 to VC8), Linux, Code::Blocks, Dev-C++. I could say it looks like to be the handiest, best featured (just read their front page!), the documentation is widely written, there are many examples and forums have plenty posts inside... What are we asking more?

  • Torque Network Library: open-source implementation of a gaming network library. Good documentation, but forums are gone away and the Zap! example provided (looks interesting) is a commercial game...

  • Game Network Engine: work-in-progress library. Not reccomended IMHO, but could give nice information by reading code and docs, if needed.



I would definately go for RakNet... Beer


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PostPosted: Tue Mar 03, 2009 12:46 am
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Yes I was about to recommend RakNet too, but I lost the topic and I didn't want to search for it. I've toyed around with it in the past and it's great for my purposes, just recently I compiled it's 3.4 version for MinGW.

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PostPosted: Tue Mar 03, 2009 1:00 am
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Cool, I'd like to toy with it too Very Happy So, RakNet is ok Wink
God damn it, free time is too short Sad
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PostPosted: Tue Mar 03, 2009 11:31 am
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RakNet has been suggested to me before, and it was between that, ZoidCom, and writing my own using SDL_net. Smile
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PostPosted: Tue Mar 03, 2009 12:53 pm
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Oh cool, I didn't notice that Embarassed
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PostPosted: Fri Mar 06, 2009 10:43 am
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AlumiuN wrote:
I'd just use Dev. Very Happy After all, it uses gcc, so it should be no problem. Remind me to look into this when I have some time. Smile


Here's a first friendly reminder to look into the grapple network library, as requested. Smile

BTW, raknet is very popular, but it's closed, propietary. There might be problems with licenses from using it. Grapple is GPL. Very Happy

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PostPosted: Fri Mar 06, 2009 2:57 pm
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I think there'd only be a problem if we tried to sell it. Which we can't do, because that would violate the license agreement for WolfSDL IIRC. Razz
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