Age | Commit message (Collapse) | Author |
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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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Send all packets using a new NET_Conn_SendPacket to support this.
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and client code.
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on the waiting screen, and improve the waiting screen appearance.
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when quitting the game. Print the IP of the server correctly when
connecting.
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the pointer to their struct. Listen for IP connections as well as
loopback connections.
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Code to disconnect clients from the server side.
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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.
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Subversion-revision: 235
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Makefile.am.
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