#20
Post
by Quaker540 » Mon Jul 07, 2014 10:13 pm
Thanks guys for your feedback once again!
"I am just glossing over this topic a bit, I just have one question to ask: Instead of creating a new fork that hardly anyone will use or even know about (sorry, but Catastrophe has a valid point), why not invest your time into helping Zandronum's development instead? Atleast with this, you'll gain some experience and finally get this engine back-up-to-date with (G)ZDoom's code base -- afterall, isn't that what the main topic truly is about?"
I've thought of that, but currently I don't know what to fix or add. This is why I found those new multiplayer improvements a bit unnecessary. Again, I know this is the main goal, but how can I play on Zandronum if it is THAT archaic? Even with the 2.5.0 version jump I still can't play my favorite mods on it. The only things I can run on Zandronum are map packs.
Take my modder place for a minute. How can you test your mod if the engine doesn't support your code? How can I know how it works on multiplayer? How can I even know if it works? How on earth can you test your mods in this engine when it doesn't support what you type? How on earth can I stay in such an archaic engine? I got tired of all those questions, which is why I've to do this.
"In other words, you actually do want a properly working multiplayer with a client/server architecture? In this case, telling me to stop worrying about multiplayer is quite weird."
What I said is that we need to move on updating the main engine for a while. Once again, I can't run anything with Zandronum but map packs or skin packs. How on earth can I play then?
"I'm asking, because the file by file approach is very difficult. First, you can't even check if the code compiles until you have updated all files (which are several hundreds). Second, you'll have to adapt large parts of Zandronum's code to the ZDoom changes and you can't test these adaptions individually. You'll be forced to do all at once, to get something that even compiles. Doing it revision by revision (possibly in chunks) is much more manageable. This way you also get working intermediate versions, so you don't risk wasting all the effort you put in in case you don't have enough time to completely finish it."
It IS difficult, I never said it isn't. At the moment I will only update all base files and Doom's ones, which is why I use this port; I've never played Strife/HeXen/Heretic on Doom's ports. When I'll update all base files and Doom's ones, I'll compile it and fix any errors I found.
The only real question I've ever had about this port is where is where. For example, where's the code for the "TOUCHY" flag? I can't find it anywhere.
"How much experience do you have with ZDoom's and Zandronum's inner workings?"
Ah buddy, I had lots of C++ experiences.
"For reference, unless you mean stuff like in-built Duel, Last Man Standing, etc., this is currently being worked on on the ZDoom side of things. Zandronum will remain the go-to port for what most people use it for currently, but if you much rather create advanced multiplayer mods then you could just wait for the ZDoom multiplayer to be updated."
At the moment I don't see any news about this subject.
"It'll be finished a lot sooner than it'll take for Zandronum to catch up, plus it'll be a lot more accurate to offline play due to the networking system it's using ( master and slave over Zand's client and server ) plus iirc just a different implementation of multiplayer."
It will actually take the same time. All Zandronum's/GZDoom's files have been updated with Client coding. When I say "Client coding" I mean that there's for example "Tell clients to not act like this" etc.
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