Age | Commit message (Collapse) | Author |
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initialised - avoids crash when bombing out in the init function
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 460
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This lets people run proper dedicated servers.
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Subversion-revision: 457
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and build chocolate-server, a standalone dedicated server.
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Subversion-revision: 455
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Subversion-revision: 453
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Subversion-revision: 440
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message indicating when clients time out from the server.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 412
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a low-res demo.
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Subversion-revision: 410
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Subversion-revision: 409
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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).
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 394
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Subversion-revision: 389
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connected players.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 387
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Subversion-revision: 384
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Subversion-revision: 380
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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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Subversion-revision: 378
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Subversion-revision: 377
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Subversion-revision: 375
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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!
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 374
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Subversion-revision: 372
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Subversion-revision: 371
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Subversion-revision: 370
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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.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 369
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the server time.
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Subversion-revision: 323
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Subversion-revision: 312
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Subversion-revision: 285
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Subversion-revision: 284
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Subversion-revision: 279
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which client we are.
Subversion-branch: /trunk/chocolate-doom
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.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 277
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Subversion-revision: 270
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Subversion-revision: 268
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Subversion-revision: 266
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Send all packets using a new NET_Conn_SendPacket to support this.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 264
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and client code.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 263
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on the waiting screen, and improve the waiting screen appearance.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 262
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Subversion-revision: 251
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when quitting the game. Print the IP of the server correctly when
connecting.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 250
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the pointer to their struct. Listen for IP connections as well as
loopback connections.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 245
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Subversion-revision: 243
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Code to disconnect clients from the server side.
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Subversion-revision: 242
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Subversion-revision: 239
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Subversion-revision: 238
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Add "waiting screen" while waiting for the game to start.
Hook in the new networking code into the main game code.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 235
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Subversion-revision: 233
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Makefile.am.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 232
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