drfrag666 / RUDE

RUDE is a fork of Chocolate Doom 3.0.0 with some stuff from Crispy Doom. It's a tribute to John Romero.
GNU General Public License v2.0
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Add support for 8 players in Doom? #6

Closed drfrag666 closed 4 years ago

drfrag666 commented 4 years ago

Since Hexen has it it's supported in the engine. But is it worth? I wonder what i'd need besides new player colors and some easy way to avoid telefrags such as a delay or better use DM starts for coop. No need for new starts. I could "suck" the code from Hexen or perhaps Doom Legacy with a brute force analysis. But seems there's no interest. It would be nice for big maps. @fragglet @fabiangreffrath @JNechaevsky @bradharding

drfrag666 commented 4 years ago

It's not worth adding 8 players, first becouse the lack of interest and then it only would work well for big maps. There are a few problems too: i've been comparing Legacy 1.11 with Dosdoom 0.2 with DiffMerge and they added a hack to convert DM starts to coop starts on the fly, if there were not enough DM starts first it would crash and then players would get stuck so i'd have to make them telefrag each other besides using DM starts directly. But many maps have no DM starts. Then i'd need more translations for the status bar, automap arrows and players themselves. There are 11 in legacy i think but some are fugly. And then there are the stats in intermissions. The network code in choco supports already 8 players for Hexen AFAIK. Sure 4 players are very few for a master server and online play but the game was designed for 4 players and more would be too many for common maps and coop. BTW seems legacy 1.12 is lost i'd liked to try it in Dosbox.

drfrag666 commented 4 years ago

The solution is pretty simple, in modern ports players don't block each other and i could do that when there are more than 4 players. I could add a double ammo switch too. But i can't even find volunteers for a 4 player UM game besides how would i test this?