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Re: Multiplayer

PostPosted: 04 Feb 2012, 15:11
by lemm
Dean wrote:Lemm, your account seems to have disappeared on DHW, I can't see a registration for you anywhere.

If you want to try joining I'll see if there's a way i can manually add you.


I registered (a 3rd time :p)

Thanks.

Re: NetWolf and NetKeen public thread

PostPosted: 04 Feb 2012, 16:47
by DoomJedi
I see you registered/listed there.

04 Feb 2012

Re: Multiplayer

PostPosted: 04 Feb 2012, 17:45
by linuxwolf
StarWolf wrote:We are going to make true Wolf3D peer-to-peer multiplayer :)

That is great news.

Is NetWolf going to be a SDL or DOS game?

If the game is going to be SDL then I would suggest using something like SDL_net to write the network code.

The benefit of the SDL version would be that it makes it possible for people to run NetWolf without using the DosBox emulator and without worrying about IPX tunnels to connect it to the Internet.

As I think Lemm is more inclined to work on a DOS multiplayer Wolf3D, you could always defer the SDL version until a later time.

Re: NetWolf and NetKeen public thread

PostPosted: 04 Feb 2012, 17:56
by DoomJedi
It'll be DOS

Re: NetWolf and NetKeen public thread

PostPosted: 04 Feb 2012, 19:54
by lemm
It's just gonna be DOS for now, because that's what I'm familiar with. (Plus I think it would be cool if it actually ran on DOS computers with an IPX network set up :p)

If I was going to do a modern version, I think I would choose enet for the networking, since it has a few more features than SDL_Net, but it doesn't require C++ or dictate how you should program your game.

I still can't log in to diehard wolfers, and I haven't been given a registration confirmation email, so i dunno what's up.

Re: NetWolf and NetKeen public thread

PostPosted: 04 Feb 2012, 20:02
by DoomJedi
Don't worry, Dean will approve you manually

Re: NetWolf and NetKeen public thread

PostPosted: 05 Feb 2012, 09:04
by linuxwolf
lemm wrote:It's just gonna be DOS for now, because that's what I'm familiar with. (Plus I think it would be cool if it actually ran on DOS computers with an IPX network set up :p)

Fair enough. :good:

Re: NetWolf and NetKeen public thread

PostPosted: 05 Feb 2012, 21:08
by DoomJedi
Guys, help me out...

Can you check which of the two mutant SpriteNums acts as "alert" frame and which is the "hurt" frame? Or do they have other roles?

SpriteNums: 227, 231.

Re: NetWolf and NetKeen public thread

PostPosted: 06 Feb 2012, 06:42
by Tricob1974
None of the guard types have "alert" sprites of any sort; all 8-directional guards have two separate "hurt" frames. The bosses have no "hurt" frames at all; you can only tell if they're hit if the Bleeding Enemies feature is active, or a digitized sound is played when your gun hits the enemy successfully.

Re: NetWolf and NetKeen public thread

PostPosted: 06 Feb 2012, 09:23
by DoomJedi
Tricob1974 wrote:None of the guard types have "alert" sprites of any sort

I meant "brown guard holstering weapon from his pocket"-type frames.

; all 8-directional guards have two separate "hurt" frames.

When each is activated then? Randomly loaded?

Re: NetWolf and NetKeen public thread

PostPosted: 07 Feb 2012, 05:58
by Tricob1974
StarWolf wrote:I meant "brown guard holstering weapon from his pocket"-type frames.
Nope; the Mutant doesn't touch his weapon when he uses it. That's why I call it an "internal pistol". :)

Spritenum 234-237

; all 8-directional guards have two separate "hurt" frames.

When each is activated then? Randomly loaded?
Yes.

Re: NetWolf and NetKeen public thread

PostPosted: 07 Feb 2012, 15:46
by lemm
Does anyone know what the maximum number of sprite frames you can use on one level is? I am using the memboost.zip as a code base that was put together by Chris, which has saved about 25,000 B of NEAR and 110000 B of FAR data so I have read.

Re: NetWolf and NetKeen public thread

PostPosted: 09 Feb 2012, 06:24
by Tricob1974
lemm wrote:Does anyone know what the maximum number of sprite frames you can use on one level is?
No sprite frame limit; if the game runs out of memory, it just drops other sprites from memory and loads up new ones. This is why areas with few wall types run faster than ones with many different types.