40oz Posted July 6, 2014 I need a tutorial for recording multiplayer demos in prboom. 0 Share this post Link to post
Doomkid Posted July 7, 2014 40oz said:I need a tutorial for recording multiplayer demos in prboom. Sadly, I don't know much about PrBoom :( 0 Share this post Link to post
Memfis Posted July 7, 2014 40oz said:I need a tutorial for recording multiplayer demos in prboom. There are instructions in add\prboom-docs.zip\prboom-game-server.html. I once tried it and the mouse lag made it completely unplayable. Must be bad netcode. 0 Share this post Link to post
Ribbiks Posted July 7, 2014 entryway said:do not use prboom-plus for multiplayer. it sucks. 0 Share this post Link to post
CorSair Posted July 7, 2014 For ZDoom, here's the topic: http://forum.zdoom.org/viewtopic.php?f=4&t=45124#wrap 0 Share this post Link to post
Guest Unregistered account Posted October 2, 2014 As it's been said, this needs to be stickied. Thanks so much for this awesomely written guide! And thanks even more for devoting so much of your spare time to it. That it's in progress is cool. I simply adore how you're writing a guide for as many ports as you can (DOS included) so no one gets left out. 0 Share this post Link to post
Doomkid Posted October 2, 2014 Thanks, Joe667! I just added instructions for DOSbox. I still have more to add, but the basics are there now. I've also added instructions on connecting 2 PC's through Doom Legacy - Great when your gaming friends are over! Chocolate Doom instructions are now up :) Also added a link to download DOSbox. 0 Share this post Link to post
fraggle Posted October 3, 2014 That was quick! Thanks. I'd recommend adding something like this: When you run a Chocolate Doom server, it is automatically registered with the master server. Other players can use the setup tool to find your server, or you can check for the address on the website for the master server. If the server doesn't appear on the list, it's probably because you haven't set up the port forward for your NAT router properly. Come to think of it, you don't actually seem to mention port forwarding anywhere in your article and this seems like a pretty essential piece of information for running a server (Chocolate Doom or any other port). Very few people have publicly routable IP addresses for the machines on their home networks. There's a good guide to port forwarding here. 0 Share this post Link to post
wazzup Posted October 3, 2014 DoomKid thank you for sharing my video with everyone. I also have a part II video link https://www.youtube.com/watch?v=egJz7K8ojX4 for people to find out where to get the DOOM wads. 0 Share this post Link to post
SyntherAugustus Posted October 20, 2014 False splitscreen is possible with Doomsday if you have 2 clients running. 0 Share this post Link to post
wesleyjohnson Posted October 22, 2014 I have been looking for feedback on multi-player games using Doom Legacy 1.45 (latest version is now 1.45.2), with the new built-in Launcher. Doom Legacy 1.45 has the built-in Launcher for those MS-Windows users who cannot set command line options otherwise. I expect you can setup the multiplayer game using only the menus as well as you could using the Launcher. I hope you have time to try 1.45. 0 Share this post Link to post
Doomkid Posted October 22, 2014 I certainly will try the new version and update the tutorial, so users of both versions can play. Thanks for continuing Legacy development :) 0 Share this post Link to post
wesleyjohnson Posted October 29, 2014 Thank you too. There are some points of difference you may want to hit. There is a built-in Launcher. The command line is mostly the same as previously used by older versions such so external Launchers should still work. There are some new command line switches like -game, -native, and -bpp, that an external launcher may be able to invoke. These cannot be set in the menus. The -v2 switch (extra verbose) may be helpful to external Launcher users. The built-in launcher in DoomLegacy is rather minimalist. It is really for those users who want to start DoomLegacy with a single click, or do not even have a command line. It is not a replacement for a fancy Doom Launcher. It must run before the graphics support is fully setup or started, so it has minimal graphics to work with. If DoomLegacy can start at all, the built-in Launcher should run. It uses minimal graphics. It directly sets the command line buffer, giving the same capability as a command line. Starting a game from the command line or Launcher invokes game attributes differently than from the menus. The command line game attributes only apply to the one game started by the command line. This also applies to any Launcher using the command line. The built-in Launcher keeps this characteristic. There are a few command line switches the built-in Launcher cannot handle, like the -mb switch. This is because those switches must be handled early. They are also not important unless the user is going to compile with some non-default memory or video card config settings. If you have an illegal setting using an external Launcher, the user is going to end up in the built-in Launcher (error handler). There they can give command line settings to fix it, or they can Quit and retry their external Launcher. The command line settings used by the external Launcher are not shown in the built-in launcher, the user must enter them fresh. The built-in Launcher does remember settings made in the built-in Launcher. This is because there is no routine to parse and interpret the combine command line into the categories used by the built-in Launcher. 0 Share this post Link to post
Doomkid Posted January 22, 2016 Thanks to Ling's superpowers, this thread is now where it belongs and a bit cleaned up. All users who have anything constructive to add for any source port are encouraged to do so. Thanks! 0 Share this post Link to post
duh Posted January 24, 2016 The first post needs an index. Use a prefix for the titles to ease the search. Sample: # TUTORIAL: How to play DOOM online (Co-operative, Deathmatch, CTF and much more) - Setting up your DOOM Browser - FOR ZDOOM USERS - FOR DOSBOX USERS - FOR CHOCOLATE DOOM USERS - FOR SPLITSCREEN PLAYERS It helps if you fragment the guide into smaller (but relevant) parts. Thank you for bringing this section to reality. 0 Share this post Link to post
dew Posted January 24, 2016 ^ The best approach (as far as I can tell) would be to split the overarching topics into separate posts. That would probably require splitting off everyone else's posts into a new thread, but if all the critical info is in the mod posts, then nothing of value gets lost. 0 Share this post Link to post