Gzdoom or zandronum3/18/2023 The only thing such projects have going for them is P2P is very light on bandwidth, so it is possible to achieve much faster pings than it would be with a regular C/S project even on ye olde 56k modem.ĭoom, at its very core, is a P2P game. Maybe they are doing something much more simple and there is an easier solution that is not as robust with as many player support or whatever, but would work fine. There aren't any players there, but it finds servers. I notice Chocolate Doom has an old dos looking config window that pops up with a join multiplayer game from local or internet server. What about DWANGO and how it was put into Microsoft Internet Gaming Zone years ago. If there was a robust multiplayer system and perhaps even a robust level maker with new features closely tied in somehow that would be a great product.ĭoomydoomer wrote:I wonder why something that used the original network wouldn't work. ![]() It would be interesting if a new network code standard based on the Quake 3 was used for both Doom and Quake1 as a new standard.Īlso, would it be possible to somehow get anything developed if we either had money contributed or maybe even made a commercial product? Would that be possible? To me spending some money on a robust Quake or Doom client would provide so much value because of all the free content people could develop. I thought perhaps since the network code already exists it could be utilized with much less effort. I was reading about the network architecture comparing Quake1, Quake2 and Quake3 and the author said the Quake 3 is the one that finally "got it right". So it wouldn't even help to just be able to take the network code from the best open source out there like say Quake 3 and make some modifications to retrofit it for say a doom port like GZDoom or QuakeSpasm? Cooperative gameplay modes would be interesting though. I guess that GZDoom must be very targeted to single player games like Quakespasm is for single player games. I'm hearing it would be a massive undertaking to add network support for online play. It would be nice, but it's just better to let Zandronum to catch up - because trust me, it will, eventually - and that's going to happen a lot sooner than it would if GZDoom tried to take Zandronum's netcode. But to ask GZDoom to take on Zandronum's netcode would be something that just can't be easily done right now. GZDoom has taken some of his contributions back in the Skulltag days, too.īasically, what it comes down to is - if you want something in Zandronum, ask the Zandronum devs. He's been instrumental in making Zandronum what it is today, and he leads a very successful dev team in that project. There is another dev who has worked on Zandronum since it was Skulltag, taking over when Skulltag's creator decided to pursue more entrepreneurial hobbies. There is currently a very active dev who works on 2 of the source ports at once - and he gets so little recognition for his work, but he's been instrumental in forwarding all 3 source ports, one way or another. The system we have in place where Zandronum and GZDoom are both sibling ports to ZDoom (with Zandronum childing GZDoom's OpenGL renderer) is far better than most other possibilities right now. ![]() In fact it would be such an effort, that in the end you would be left with pretty much a Zandronum clone, anyhow, and then you must ask yourself was it worth all that effort to essentially duplicate a project that has already been done? The savegame and net code would have to change. Possible? Yes, it is - but most ACS and actor functions would have to be hooked. To make GZDoom multiplayer-compliant to the level that Zandronum is would be a huge undertaking. Everything that GZDoom is today, Zandronum will be within probably at most 2 years, if not sooner, minus a few special GZDoom-only features that very few people know about or use. The long answer is - Zandronum will catch up soon enough with GZDoom's features, anyhow. The short answer is, no it is not possible - at least not right at the gate. Doomydoomer wrote:Could Zandronum's network code be added to GZDoom perhaps? Could there be another solution to make any easy well performing multiplayer experience and community using the GZDoom client?
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