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drfrag

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About drfrag

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  1. drfrag

    Chocolate Doom

    Ooops! This is embarrassing, i made a stupid mistake and somehow the shortcut i was using was pointing to the server dir. Sorry, i've only noticed after showing the full path with _getcwd. Ouch! So MP on a single pc works right out of the box.
  2. drfrag

    Chocolate Doom

    I think i've found what the problem is. It works when you run it from the command line, the current working directory changes when something runs from the directory of the server. I should get the path to the executable or store the current dir in a variable, i'm going to try the latter.
  3. drfrag

    Chocolate Doom

    I thought it shouldn't but i'm completely lost here. Edit: it's a problem with setting the config file itself, with the full path it works with .\ it doesn't.
  4. drfrag

    Chocolate Doom

    I've done more testing and the config parameter is not ignored, another file with the same name is created in the folder of the server instead. I guess the engine go nuts due to both players using the same IP? Is the config file somehow related to the IP?
  5. drfrag

    Chocolate Doom

    Thanks, so it's the directory of the exe. In the source is "". I don't know why it doesn't work and both use the config of the server even with -config.
  6. drfrag

    Chocolate Doom

    The executables are in different folders, AFAIK the configuration is read from the program folder in windows. The -config parameter is ignored for the client.
  7. drfrag

    GZDoom texture stretching/spike glitches

    I think those problems are related to your graphics driver. You mentioned a crash in recent versions of GZDoom legacy, it's discontinued but you could try a more recent devbuild and post the report if it still crashes. https://devbuilds.drdteam.org/gzdoom-vintage/ BTW the next LZDoom version will support taking screenshots in menus.
  8. drfrag

    Chocolate Doom

    Thanks, true i've just checked on a real lan. But i don't know why it doesn't work on a single pc. I'd like to be able to play MP with just one computer. With ZDoom every instance uses its own config, in LZDoom i added joystick input in the background and support for up to 4 joysticks for fake splitscreen (all the buttons where shared i mean they sent the same events) and it works well. I would be nice to get it working here even without the viewport scaling. Any hints? Thanks in advance.
  9. drfrag

    Chocolate Doom

    I've tried with 3.0 and it's the same, i think the fact that it's the same computer is irrelevant. May be the server config is used for all clients to avoid problems? But which problems? All players should be able to use their own settings. Where should i look to fix it? On settings the Heretic ones can't be saved and same for other games, another config file is needed (i've used defaulth.cfg). This was an easy fix, the extra config file (heretic.cfg) can't be used for basic settings too.
  10. drfrag

    GZDoom texture stretching/spike glitches

    Could you post a crash report? LZDoom of course has a GL renderer (it's based on an old GZDoom), it's mentioned everywhere and even you can select it in the wad selection box and of course in the menus (or use 'vid_renderer 1'). But i'm going to release a new version in a few days. You could try a DRD team devbuild: https://devbuilds.drdteam.org/lzdoom/
  11. drfrag

    Chocolate Doom

    I haven't, when i run the game from two different folders on a single computer it uses different settings but when i start a local multiplayer game with '-server' and '-connect 127.0.0.1' both players use the same settings from the server. What's going on?
  12. drfrag

    Chocolate Doom

    I've been disconnected for a few days and i know i've got some pending replies to give but now while testing something i found what i consider a serious problem. In local multiplayer all clients use the same configuration of the server for keys, mouse, joystick and everything. But why? It happens in 2.3 and RUDE and i guess it will be the same in 3.0 How can i fix that?
  13. drfrag

    Chocolate Doom

    I use TortoiseGit and searched for intercepts in the log. Of course you could "suck" the code since it's the same GPL license and it's in a public repo. You could either cherry-pick and resolve the conflict or do the same as i did: say that your commit is based on mine which is based on fabian's. RUDE is an older codebase and i didn't remove the limit, Crispy removed it to avoid the crash but you only need to ensure that it's not exceeded anyway. As fabian said you need to do the same as we did.
  14. drfrag

    Chocolate Doom

    I'd say no but i've just fixed the INTERCEPTS overflow. Even? I chose deliberately to base it on 2.3 to run on old hardware, i'm not going to redo it for SDL2. I could add SIGIL support but i want to keep it simple so i'm not sure. On the INTERCEPTS thing i've changed my mind, since it's a static limit and the port is limit removing now i'm preventing the overflow (same as fabian did for the laser aiming). It doesn't matter if it crashes or the blockmap is screwed, all ghosts is a very serious engine bug and a direct consequence of a static limit so i've chosen to fix it unconditionally even in RUDE. It's not a map design bug. I'm not going to render some maps unplayable to keep compatibility with some arcane demo which will most likely desync anyway. And about netplay you can't keep playing anyway so it doesn't matter if it desyncs or not. Test wad and some info here: https://github.com/fabiangreffrath/crispy-doom/issues/227 https://github.com/drfrag666/chocolate-doom/commit/67858b0c1b7766961c74676cb19eaf8affce702b
  15. drfrag

    Marshmallow Doom v0.77

    For me it crashes with just DOOM.WAD, Doom II works. Without meaningful descriptions a big project is very difficult to maintain. And what if someone else is interested in porting some feature to other project?
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