NETKEEN: Multiplayer Keen Game
Being an active member of the Wolf3D modding community for almost 7 years - I can say that it's still a wet dream of Wolf3D modders to do a multiplayer.lemm wrote:Conceivably it could, but I would imagine someone has already done that by now, since John Carmack stated in the source code release notes that a potential project idea would be to use the Doom IPX driver to make a multiplayer game.
(I don't mean Wolf3D TCs/recreations on Doom or other engine that have multiplayer support - but "native" Wolf3D multiplayer)
So much was been achieved over the years, especially after Wolf3D community moved to limit-removing cross-platform SDL.
But not a multiplayer....(or splitscreen).
Several attempts were made but failed/abandoned.
That's why I was wondering. I posted the NetKeen youtube video on my Wolf3D modding forum... An amazing achievement.
So, from knowing the code involved - how hard would it be to fit it to Wolf3D?
It probably wouldn't be that hard at all, and I have played with the Doom IPX code so that it is more suitable for games over long distances (at least within the same continent up to 4 players.DoomJedi wrote:
So, from knowing the code involved - how hard would it be to fit it to Wolf3D?
I started on that using SDL for the graphics and the Enet library for the network, but it didn't get very far. All I did was the caching routines to load stuff from the Id Archive format and a map viewer.Speaking of SDL, wouldn't it be possible to get Netkeen working through SDL? With SDL, you would be able to add quite a bit to the game without fear of memory restrictions. At least that's what I remember, has that changed at all DoomJedi? Confused
I'm more of a Sprite Artist, not a coder...so I can only say - I think it can be done.zdude wrote:Speaking of SDL, wouldn't it be possible to get Netkeen working through SDL?
Most of Wolf3D (DOS) modding "classics" were easily tranformed to SDL...I know a guy who did most of those jobs.
All new Wolf3D mods come as SDL mods nowdays.
Yes. No memory restrictions over SDL - that's what made the most difference. It allowed Wolf3D mods with tons of coding features and changes....no limits on sprites, enemies, doors... HeavenWith SDL, you would be able to add quite a bit to the game without fear of memory restrictions. At least that's what I remember, has that changed at all DoomJedi?
Over our forums we have tons of SDL coding tutotials to add different features...and Wolf3D source on SDL (Wolf4SDL).
Secondary, but not much less important benefits, as I've mentioned, are:
1. The mod being Cross-Platform (anyone said Windows 7? )
2. Support of virtually any screen resolution.
When my parents got their new Windows 7 64 PC with the gigantic screen, I ran Wolf3D on it to test it out and it ran fine. Not only that, but with the humungous screen it was fantastic!DoomJedi wrote:1. The mod being Cross-Platform (anyone said Windows 7? )
2. Support of virtually any screen resolution.
Cereal Board!
(Cereal wiki has sadly died)Deltamatic wrote:Prepositions are things I end sentences with.
I meant running it not on DosBox....like I could run Wolf3D on XP with VDMsound alone.
DosBox is a crappy experience of Wolf3D IMHO.
BTW by multi-platform I also meant Linux and such.
DosBox is a crappy experience of Wolf3D IMHO.
BTW by multi-platform I also meant Linux and such.
Wolfenstein 3D port using libSDL
Wolf4SDL is an open-source port of id Software's classic first-person shooter Wolfenstein 3D to the cross-plattform multimedia library "Simple DirectMedia Layer (SDL)" (http://www.libsdl.org). It is meant to keep the original feel while providing several improvements:
Cross-plattform:
Linux
BSD variants
Windows 98, ME, 2000, XP, Vista (32 and 64 bit), Windows 7
KallistiOS (used for Dreamcast)
Only little endian platforms like x86, ARM and SH-4 are supported, yet.
AdLib sounds and music (includes the OPL2 emulator from MAME).
Multichannel digitized sounds.
Higher screen resolutions (multiples of 320x200 or 320x240).
...........
Last edited by DoomJedi on Tue Jan 31, 2012 15:29, edited 1 time in total.
I wasn't - I just used PCSpeaker sound...DoomJedi wrote:I meant running it not on DosBox....like I could run Wolf3D on XP with VDMsound alone.
Cereal Board!
(Cereal wiki has sadly died)Deltamatic wrote:Prepositions are things I end sentences with.
It was recently brought to my attention that there is a slight bug in NKLaunch where if you indicated that you were the host, the server parameter would not be set, and vice versa (i.e. the IPX host would have the "join game" option while the client[s] would have "host game").
While not intended, this doesn't cause problems for 2-player games, although problems would arise with more than 2. In any case, here's a bugfix.
I've left the old version up at its address since it's functional under what I suppose are "usual" circumstances. Make sure you don't cross the streams and use this new version with the old one because that won't work.
Let's call this an early Keen day release, eh?
While not intended, this doesn't cause problems for 2-player games, although problems would arise with more than 2. In any case, here's a bugfix.
I've left the old version up at its address since it's functional under what I suppose are "usual" circumstances. Make sure you don't cross the streams and use this new version with the old one because that won't work.
Let's call this an early Keen day release, eh?
Shonikado wrote:Looking back on what we've done and wanting to change it is the first step in becoming a weakling that cannot do anything.