fraggle Posted May 3, 2014 For your purposes Chocolate Doom is "peer to peer". However, I find that the terms "client-server" and "peer to peer" are misleading and don't really capture the distinction between the networking code in say, Quake and Doom. 0 Share this post Link to post
wesleyjohnson Posted May 5, 2014 Not sure exactly what you want. See DoomLegacy docs: http://doomlegacy.sourceforge.net/docs/legacy.html A network game can be started either using the commandline parameters -server and -connect, or from the multiplayer menu that allows you to connect to a server or create one yourself. Auto-detect a server on a LAN. $ doomlegacy -connect This only works when computers are directly connected. If you play through internet, the server can NOT be auto-detected, and you must specify it's IP address. Example A, 3 players on a LAN: player 1 (the server) $ doomlegacy -server 3 player 2 (client) $ doomlegacy -connect player 3 (client) $ doomlegacy -connect Example B, 2 players, through internet: player 1 (the server) $ doomlegacy -server 2 player 2 (client) $ doomlegacy -connect xxx.xxx.xxx.xxx Example C, a 3 player game, with _TWO_ computers, one is split-screen: player 1 (the server) $ doomlegacy -server 3 player 2 and 3 (2 clients on the same computer) $ doomlegacy -splitscreen -connect 0 Share this post Link to post
axdoomer Posted May 5, 2014 XCOPY said:Chocolate-doom should be one to consider, just waiting for a new version to come up with fixed sound in multiplayer. Use the latest build from here: http://www-users.cselabs.umn.edu/~delbe001/chocolate-doom/ The sound is now fixed. 0 Share this post Link to post