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 Post subject: Co-op fixed. (This time, a whole lot better.)
PostPosted: Fri Dec 17, 2004 5:36 am 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
I've gotten the PDA to work in multiplayer Doom3. Which doesn't sound like all that huge of an achievement, but I didn't want people to give up on cooperative, which could be massively fun, just because some stupid PDA got in their way.
Actually, I think there's other problems with co-op, but I've never encountered them, and besides, this was the most directly accessible.
The catch? Well, I only have the compiled version available for Linux users, because I don't know/have the tools neccessary to compile it for Windows. Don't worry, it's a simple matter as long as someone steps up to do it (you know you want to.)
There's no animation of the hand going up to greet your face, but I figured that was a minor detail.

Without much further adieu:

LINUX ONLY compiled version:
http://carolnrob.net/~jol/doom3-coop.tar.gz

UNCOMPILED Player.cpp (the only file modified from the SDK):
http://carolnrob.net/~jol/Player.cpp

Mirrors for compiled versions would be GREATLY appreciated, because this is my home server and we only have 80 kBps of upstream bandwidth.

Again, someone with enough knowledge please put that cpp into a fresh SDK and compile it. Then wrap it up according to the game00.pk4 standard, i.e. binary.conf and the DLL (the SO stuck in there might be nice too.)

EDIT: Almost forgot! You need to stick in the def/maps.def:
http://carolnrob.net/~jol/maps.def
Just put it in the def/, I wouldn't bother with packing it up.
Thanks in advance.


Last edited by iten on Fri Dec 17, 2004 8:00 pm, edited 2 times in total.

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 Post subject:
PostPosted: Fri Dec 17, 2004 5:56 am 
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picked up a pistol

Joined: Mon Dec 13, 2004 9:10 am
Posts: 61
WoW!!! you guys finally fixed everything in Co Op , AWSOME! Cant wait to see the windows version soon. THnx guys.


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 Post subject:
PostPosted: Fri Dec 17, 2004 6:33 am 
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picked up 75 health

Joined: Tue Nov 23, 2004 7:46 am
Posts: 87
Sweet man! Need some screenshots while we wait for thw windows version.[/u]


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 Post subject:
PostPosted: Fri Dec 17, 2004 7:40 am 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Well, I'm not exactly sure if it fixed everything, but it fixed the thing that most people were having a hard time with. I haven't run into any problems but maybe that's because I haven't run all the way through. The important thing is that co-op is actually playable now: before you had to avoid PDAs because you would get locked into its screen.

Screenshots? Well, maybe, but it's not really different from what the normal game would look like :)

EDIT: Actually, I heard before that the first level was unplayable because the sentry thought you were an enemy. That was just one person, though, and who would want to play the first level anyways?

EDIT: Having played the first level, yes, the sentries do shoot at you. Worse news: the monsters don't attack you. I think maybe setting it to Team Deathmatch might help? I'll try it a bit later.


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 Post subject:
PostPosted: Fri Dec 17, 2004 8:06 am 
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picked up 75 health

Joined: Tue Nov 23, 2004 7:46 am
Posts: 87
Screenshots as in seeing another player on screen? With some monsters? Just mabey?


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 Post subject:
PostPosted: Fri Dec 17, 2004 8:10 am 
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a gun & a nice word
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Location: Orlando, FL
Iten, you should talk with oneofthe8devils.

He was working on a coop mod and could give you more insight into what the problem areas are.

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 Post subject:
PostPosted: Fri Dec 17, 2004 8:47 am 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Hmm... the strange thing is, I clearly remember fighting those imps in Hell, and I haven't actually gotten that far in the single player game yet. Where, exactly, I went wrong is still unclear to me. So the good news is, it's definitely possible. How is another question. :)

I'll try and PM oneofthe8devils to see how far his mod went.

I'll try to get some screenshots of it.


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:49 am 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
I'm usually not one to double-post, but before I go get some sleep:

I was mistaken. Co-op is not very playable, since monsters do not shoot you until you shoot them. I believe it may be a team recognition issue, since the sentries shoot at you fine, while the imps just stand there looking cool. (They're not frozen, they play their idle animation and do try and kill you when you hit them.)

I sincerely apologize, but fear not. I am not going to give up on fixing this problem. How long it will take is a question of how complex the problem is. It seems like it's a team-recognition issue and that'll be pretty easy to fix.

I'm learning a lot about the SDK, and this is actually quite fun for me.

I'll post progress here, once I make any.


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 Post subject:
PostPosted: Fri Dec 17, 2004 8:05 pm 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Wow. Well, Team DM worked.
So, here's how you do it at this point:

1) Load the co-op mod. (Once it's availiable for Windows (please do it, someone!))

2) Create a Team DM server with your singleplayer level of choice.

3) EVERYONE join Red Team, because the Blue Team will be on the side of Hell, and that'll be pretty boring.

4) PARTY! Enjoy your use of the PDA (If you can't get it up, look in the console, it should say "Oops... you don't have a PDA." or somesuch.)

5) Anxiously await my patch to make it harder, because right now it is laughably easy. Or maybe that's just because I got all that armor at the start.

Well, all these things can be yours ONCE someone compiles the windows version ;)

EDIT: I think it might help anticipation, so screenshots'll be coming right up.


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 Post subject:
PostPosted: Fri Dec 17, 2004 8:31 pm 
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Quad Damage!
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Joined: Tue Jun 22, 2004 6:57 pm
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Location: Green Bay, WI
screen shots AND a short movie clip please! !


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 Post subject:
PostPosted: Fri Dec 17, 2004 8:39 pm 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
I'm not sure about the movie clip, don't know how to do that.


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:03 pm 
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Last man standing

Joined: Fri Sep 24, 2004 2:55 pm
Posts: 1129
Code compiles fine on my pc running WinXP compiled with .net v7


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:08 pm 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
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Wooo! Can you host it/upload it somewhere? If not, try and email it to me at
jol ]a[T] carolnrob dot net

(Sorry for the spam masking)


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:13 pm 
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Last man standing

Joined: Fri Sep 24, 2004 2:55 pm
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holy fucking shit (srry for the bad laung) but dude there are monsters in MP :shock: :shock: :shock:


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:15 pm 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Hehehe, yeah, that's kinda what cooperative is about. And why it's a hell of a lot of fun. And that's why I'm doing it.

Or did you mean the regular levels? That would truly be weird.

Fear not, folks, screenshots will be coming once I get a hold of the one other computer that can run Doom3.


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:20 pm 
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Last man standing

Joined: Fri Sep 24, 2004 2:55 pm
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lol no iin the SP maps but running the maps.def file turns them to the MP side (The Dark Side :D ) anyway have you tested out loading a server for 2 or more people to join!?


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:22 pm 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
Yeah, but just once, and I didn't get any screenshots.


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:25 pm 
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Last man standing

Joined: Fri Sep 24, 2004 2:55 pm
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very kewl, oh i sent the e-mail it should have sent to the right place!


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 Post subject:
PostPosted: Fri Dec 17, 2004 9:53 pm 
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picked up a pistol

Joined: Fri Dec 17, 2004 5:17 am
Posts: 51
As promised, I have screenshots. Keep in mind two things:

1) This is still far from perfect. Everything SHOULD work pretty well, especially if you stick together. The triggers may not work for the other people, but I don't see why they shouldn't.

2) I did these screenshots on one machine. I ran two clients at once. I'm not exactly sure which problems are the result of that and which are the result of co-op not working. I think I'm going to call this a BETA release, because right now I have simply no idea what works and what doesn't. I have a sneaking suspicion that teleporters don't work. I think that you can't talk to NPCs. I have no clue whether triggers work or not for people other than the first player. (This may be easily fixed, and may not be.)

Well, that said, here ya go (in tga format, so they may not display in your browser):

http://carolnrob.net/~jol/shot00003.jpg
http://carolnrob.net/~jol/shot00004.jpg
http://carolnrob.net/~jol/shot00006.jpg
http://carolnrob.net/~jol/shot00013.jpg
http://carolnrob.net/~jol/shot00009.jpg

EDIT: I know there's graphical problems in here, it started to get weird because the card was rendering two things at once and it can barely keep up with one.


Last edited by iten on Sat Dec 18, 2004 1:06 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Dec 17, 2004 10:39 pm 
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picked up 200 ammo

Joined: Fri Dec 17, 2004 10:35 pm
Posts: 210
hey there iten, question, have you, or anyone tried this on say a dedicated server. I was playing with a co-op mod for a bit, but whenever a cut scene started, either the server would trap, or one of the clients would trap out.

Daniel


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