[Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#41

Post by Ivan » Mon Jul 20, 2015 12:18 am

That online gameplay video doesn't look good at all. I guess this engine really should only be used on SP based projects.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#42

Post by AlexMax » Mon Jul 20, 2015 4:29 pm

Ivan wrote: That online gameplay video doesn't look good at all. I guess this engine really should only be used on SP based projects.
Kind of expected, because at its core, it's still using (G)ZDoom's peer to peer netplay.

Hopefully, Zandronum-style client/server is in the pipeline, and the licensing of Zandronum's source (that isn't inherited from ZDoom) is GPL-friendly, but considering how Zandronum isn't even caught up completely with modern GZDoom, I wouldn't expect it anytime soon.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#43

Post by titan314 » Wed Oct 28, 2015 12:09 am

Is it possible to change the startup screen to load PNG's instead of having to use the custom planar format? I ask this because it would be real nice to be able to create a loading screen without having to painfully use Slade to try and make the custom image (which I can't get to work).

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#44

Post by StrikerMan780 » Wed Oct 28, 2015 1:49 am

AlexMax wrote:
Ivan wrote: That online gameplay video doesn't look good at all. I guess this engine really should only be used on SP based projects.
Kind of expected, because at its core, it's still using (G)ZDoom's peer to peer netplay.

Hopefully, Zandronum-style client/server is in the pipeline, and the licensing of Zandronum's source (that isn't inherited from ZDoom) is GPL-friendly, but considering how Zandronum isn't even caught up completely with modern GZDoom, I wouldn't expect it anytime soon.
Perhaps new netcode should be done altogether, something hopefully not so buggy and free of shitty carncode.

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#45

Post by Untitled » Wed Oct 28, 2015 2:56 pm

StrikerMan780 wrote:
AlexMax wrote:
Ivan wrote: That online gameplay video doesn't look good at all. I guess this engine really should only be used on SP based projects.
Kind of expected, because at its core, it's still using (G)ZDoom's peer to peer netplay.

Hopefully, Zandronum-style client/server is in the pipeline, and the licensing of Zandronum's source (that isn't inherited from ZDoom) is GPL-friendly, but considering how Zandronum isn't even caught up completely with modern GZDoom, I wouldn't expect it anytime soon.
Perhaps new netcode should be done altogether, something hopefully not so buggy and free of shitty carncode.
I would try to be sympathetic about this; it turns out *good* netcode (as in fast, reliable and user-friendly) is kind of absurdly difficult.

Expecting a bunch of pretty much amateur devs who are doing this pretty much entirely in their spare time is kind of a stretch

Honestly it's amazing how well Zandronum actually works when you take this into consideration
Last edited by Untitled on Wed Oct 28, 2015 2:57 pm, edited 1 time in total.
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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#46

Post by -Jes- » Wed Oct 28, 2015 4:48 pm

Untitled wrote:Honestly it's amazing how well Zandronum actually works when you take this into consideration
The irony being that good netcode being hard to code is no excuse for the likes of Edward to ... Well, be Edward.

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RE: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow

#47

Post by Untitled » Wed Oct 28, 2015 7:39 pm

-Jes- wrote:
Untitled wrote:Honestly it's amazing how well Zandronum actually works when you take this into consideration
The irony being that good netcode being hard to code is no excuse for the likes of Edward to ... Well, be Edward.
Well, yes; though actually, if you look at it, Edward's netcode actually got two out of the 3 features of netcode I listed; as long as you don't take user lag into account, GZDoom netplay is both fast and reliable. It's handling of users...welp.

Now, that's not actually very functional (those dang users always messing everything up). Zandronum's netplay is great at being fast, and is decent in the other two categories.

Fast, Reliable, User-friendly. Near-impossible to get all three, though you can usually get 1 great and 2 decent.
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Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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