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with various netgame constants.
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level.
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be disabled.
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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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Fix check on number of players on connect.
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command line option to do so.
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in SYN packets to allow the fields that follow to be changed later on
if necessary.
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initialised - avoids crash when bombing out in the init function
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This lets people run proper dedicated servers.
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and build chocolate-server, a standalone dedicated server.
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message indicating when clients time out 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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connected players.
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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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for a given tic. Store received game data in a receive window. Add
send queues for clients and add data from the receive window to
generate complete sets of ticcmds.
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the server time.
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which client we are.
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Subversion-revision: 278
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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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Subversion-revision: 277
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