Age | Commit message (Collapse) | Author |
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net_client.c. Fix FEATURE_MULTIPLAYER conditional compile. Move some
function definitions in d_net.c into headers. Reorganise the Makefile to
split out files into sections based on features.
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server-side broadcast messages. This avoids the possibility of malicious
servers that might not send the message.
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players are mixing Freedoom/Original IWADs.
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on the waiting screen if the checksums differ from the other players.
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for each other to send data.
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Loading/saving multiplayer games should all work now.
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to the console as well.
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in SYN packets to allow the fields that follow to be changed later on
if necessary.
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and build chocolate-server, a standalone dedicated server.
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from the server.
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a low-res demo.
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players. Allow the menu ticker to run even if the main game ticker
doesn't run. Remove time request/response code (now using game latency).
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and display a message.
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8-bit as opposed to 16-bit. This is used when recording demos without
-longtics enabled. Sync this option between clients in a netgame, so
that if one player is recording a Vanilla demo, all clients record
in lowres.
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received from the server.
Strip down d_net.[ch] to work through the new networking code. Remove
game sync code.
Remove i_net.[ch] as it is no longer needed.
Working networking!
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the server time.
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which client we are.
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a "player_name" setting to chocolate-doom.cfg. Transmit the name
to the server and use the names players send in the waiting data list.
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