NetDuke32: Difference between revisions
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[[File:Netduke32.png|thumb]] | |||
== About == | == About == | ||
NetDuke32 is a multiplayer-centric port based on EDuke32, developed by Jordon "StrikerTheHedgefox" Moss. Started late 2015 as a series of maintenance builds of EDuke32-OldMP, it has since branched out and evolved. NetDuke32 brings new features, QoL (Quality of Life) and netcode improvements, and tries to improve the overall multiplayer experience. | NetDuke32 is a multiplayer-centric port based on EDuke32, developed by Jordon "StrikerTheHedgefox" Moss. Started late 2015 as a series of maintenance builds of EDuke32-OldMP, it has since branched out and evolved. NetDuke32 brings new features, QoL (Quality of Life) and netcode improvements, and tries to improve the overall multiplayer experience. | ||
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== Features == | == Features == | ||
(Page is a work in progress) | (Page is a work in progress) | ||
* 16 player support, vs Duke3D's original 8. | |||
* Improved networking code that is more reliable and less prone to desynchronization than vanilla Duke3D. | |||
* Rewritten prediction code that gives immediate and smoother response to weapon and inventory use. | |||
* New, easier to understand scoreboards for both DukeMatch and CO-OP, including ping display. | |||
* Lifted limits for number of spawn points allowed in a map, and maps with fewer spawns than players no longer cause broken behaviour, allowing SP maps to be played online. | |||
* Smarter DukeBot AI that's better at pathfinding, can swim, use jetpacks, use steroids, retreat and/or prioritize items based on combat situation, and understand how elevators work. They can also be used online with other players, too! | |||
== Documentation == | == Documentation == | ||
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=== CON Commands === | === CON Commands === | ||
*''' | *'''interpolate <curVal> <oldVal> <return>''' - Returns the interpolated value between curVal and oldVal for the currently drawn frame, useful in EVENT_ANIMATESPRITES and other display events where you might want to interpolate custom coordinates, or inherit the interpolated coords of another sprite. | ||
*'''ldistvar <x1> <y1> <x2> <y2> <return>''' - Returns the distance between two arbitrary x/y coordinates. | *'''ldistvar <x1> <y1> <x2> <y2> <return>''' - Returns the distance between two arbitrary x/y coordinates. | ||
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} | } | ||
</pre> | </pre> | ||
=== Events === | |||
NetDuke32 has some new CON events for some of its functionality. | |||
*'''EVENT_DOQUAKE''' [UNSYNCHRONIZED!] - Called when the game applies the screen shake for earthquakes. Allows implementing your own screen shake by setting ''RETURN'' to 0 and manipulating the camera(x/y/z/ang/horiz) variables. | |||
::''THISACTOR'' = Player sprite. | |||
::''RETURN'' = Earthquake time. Setting this to 0 cancels the shake. | |||
::''getplayer[THISACTOR]'' = Current player. | |||
*'''EVENT_BOTGETSPRITESCORE''' - Called whenever a DukeBot tries to get the score/priority of a sprite it is considering picking up. Useful for getting bots to pick up custom items under a scripted criteria. | |||
::''THISACTOR'' = Current sprite. | |||
::''RETURN'' = Current sprite score/priority. Higher values mean higher priority. Set to 0 to ignore the sprite entirely. | |||
::''getplayer[THISACTOR]'' = Current bot. | |||
*'''EVENT_FRAGGED''' - Called whenever a player is killed. | |||
::''THISACTOR'' = Sprite index of fragged player. | |||
::''RETURN'' = Sprite index of fragging player. Setting to -1 cancels the frag. See '''Note #1'''. | |||
::''getplayer[THISACTOR].frag_ps'' = Player index of fragging player. | |||
::''getplayer[THISACTOR].wackedbyactor'' = Sprite index of killer, regardless if a player or not. | |||
::'''Note #1:''' ''THISACTOR'' and ''RETURN'' will be the same if killed by a non-player, so check those before checking wackedbyactor. | |||
*'''EVENT_PREWEAPONSHOOT''' - Called just before a projectile is spawned by a weapon. Useful if you want to cancel or stagger shots, adjust player angle/pitch before firing, or work with custom ammo variables when fired, among other things. | |||
::''THISACTOR'' - Sprite ID of player firing. | |||
::''RETURN'' - Setting this to non-zero cancels the shot. | |||
::''getplayer[THISACTOR]'' = Current player. | |||
*'''EVENT_POSTWEAPONSHOOT''' - Called just after a projectile is spawned by a weapon. Useful for adding additional functionality after the shot fires, or undoing any angle/pitch adjustments that were done in EVENT_PREWEAPONSHOOT. | |||
::''THISACTOR'' - Sprite ID of player firing. | |||
::''getplayer[THISACTOR]'' = Current player. | |||
== Compiling NetDuke32 == | == Compiling NetDuke32 == | ||
The process of compiling NetDuke32 is identical to these articles, except in MinGW and Linux, you type <code>make | The process of compiling NetDuke32 is identical to these articles, except in MinGW and Linux, you type <code>make netduke32</code> instead of <code>make</code>. | ||
* [[Building EDuke32 on Linux]] | * [[Building EDuke32 on Linux]] | ||
* [[Building EDuke32 on Windows]] | * [[Building EDuke32 on Windows]] | ||
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*[https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/releases NetDuke32 Releases] | *[https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/releases NetDuke32 Releases] | ||
*[https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/tree/ | *[https://voidpoint.io/StrikerTheHedgefox/eduke32-csrefactor/-/tree/netduke32_main NetDuke32 Repository on voidpoint.io (netduke32_main branch)] |
Latest revision as of 06:25, 12 May 2023
About
NetDuke32 is a multiplayer-centric port based on EDuke32, developed by Jordon "StrikerTheHedgefox" Moss. Started late 2015 as a series of maintenance builds of EDuke32-OldMP, it has since branched out and evolved. NetDuke32 brings new features, QoL (Quality of Life) and netcode improvements, and tries to improve the overall multiplayer experience.
Features
(Page is a work in progress)
- 16 player support, vs Duke3D's original 8.
- Improved networking code that is more reliable and less prone to desynchronization than vanilla Duke3D.
- Rewritten prediction code that gives immediate and smoother response to weapon and inventory use.
- New, easier to understand scoreboards for both DukeMatch and CO-OP, including ping display.
- Lifted limits for number of spawn points allowed in a map, and maps with fewer spawns than players no longer cause broken behaviour, allowing SP maps to be played online.
- Smarter DukeBot AI that's better at pathfinding, can swim, use jetpacks, use steroids, retreat and/or prioritize items based on combat situation, and understand how elevators work. They can also be used online with other players, too!
Documentation
NetDuke32 has a few exclusive DEF tokens, GameVars, and structure members to access a few of its features. They will be listed here.
NOTE: Since NetDuke32 is still very much an early work in progress, these may be subject to changes, deprecation, or outright removal.
DEF Tokens
- addplayercolor <palnum> <name> - Adds a palswap to the list of selectable player colors for multiplayer.
- Example:
addplayercolor 17 "Green (Blue Skin)"
- Example:
- delplayercolor <palnum> - Deletes a palswap from the list of selectable player colors for multiplayer. A value of -1 deletes them all. (Make sure to define your own after!)
- Example:
delplayercolor 23
(Which would make "Yellow" un-selectable.)
- Example:
CON Commands
- interpolate <curVal> <oldVal> <return> - Returns the interpolated value between curVal and oldVal for the currently drawn frame, useful in EVENT_ANIMATESPRITES and other display events where you might want to interpolate custom coordinates, or inherit the interpolated coords of another sprite.
- ldistvar <x1> <y1> <x2> <y2> <return> - Returns the distance between two arbitrary x/y coordinates.
- distvar <x1> <y1> <z1> <x2> <y2> <z2> <return> - Returns the distance between two arbitrary x/y/z coordinates.
GameVars
- predicting (Read-only) - Returns the processing state of NetDuke32's prediction system. Useful to prevent desynchronization or visual artifacts in certain scenarios; For example, trying to call
spawn
in player code that is normally predicted would result in a de-sync, but guarding it withifvare predicting 0
will make sure it only happens during the canonical gamestate, preserving synchronization.
- Values:
- 0 = Currently processing canonical gamestate.
- 1 = Currently predicting upcoming gamestate.
- 2 = Making corrections to any mispredictions.
- Values:
- numteams (Read-only) - Returns the number of currently defined teams for TDM.
- Example:
whilevarvarl TEMP numteams { addvar TEMP 1 }
(Will loop while TEMP is less than numteams. Useful for things like displaying information for all teams, or setting an attribute for all.)
- Example:
- DMFLAGS - Gets or sets the current DMFlags. See UserDefs section for a list of flags.
- Examples:
ifvarand DMFLAGS 4 { spawn LIZTROOP }
(Will spawn a LIZTROOP if DMFLAG_RESPAWNMONSTERS is enabled.)orvar DMFLAGS 256
(Will enable DMFLAG_NOPLAYERID)
- Examples:
Structure Members
UserDefs (get/setuserdef[].)
- teampal <teamnum> - Team's palette number.
- Example:
getuserdef[].teampal 2 TEMP // Gets team's palswap.
- Example:
- teamfrags <teamnum> - Team's frag count.
- Example:
getuserdef[].teampal 2 TEMP // Gets team's frag count.
- Example:
- teamsuicides <teamnum> - Team's number of suicides.
- Example:
setuserdef[].teamsuicides 2 0 // Sets team's suicides to 0.
- Example:
- dmflags - A bitfield containing a series of gameplay-affecting flags, such as friendly fire, respawning items, whether or not FOV changes are allowed, etc.
- Flags:
- DMFLAG_FRIENDLYFIRE = 1
- DMFLAG_NOMONSTERS = 2
- DMFLAG_RESPAWNMONSTERS = 4
- DMFLAG_RESPAWNITEMS = 8
- DMFLAG_RESPAWNINVENTORY = 16
- DMFLAG_MARKERS = 32
- DMFLAG_NOEXITS = 64
- DMFLAG_WEAPONSTAY = 128
- DMFLAG_NOPLAYERID = 256
- DMFLAG_NOFOVCHANGE = 512
- DMFLAG_NOWEAPONICONS = 1024
- DMFLAG_ALLOWVISIBILITYCHANGE = 2048
- DMFLAG_NODMWEAPONSPAWNS = 4096
- Flags:
- m_dmflags - Same as above, but contains the flags selected in the menu, before being confirmed and transferred to dmflags when starting a new map.
Player (get/setplayer[].)
- lowsprite - The sprite the player is standing above, if applicable. (-1 if no sprite, >= 0 if there is one.)
- highsprite - The sprite the player is standing underneath, if applicable. (-1 if no sprite, >= 0 if there is one.)
- Examples:
getplayer[THISACTOR].on_ground TEMP ifvare TEMP 1 // We're standing on something... { getplayer[THISACTOR].lowsprite TEMP // Get sprite we're above ifvarn TEMP -1 // We're above something... { getactor[TEMP].picnum TEMP2 // Get picnum... ifvare TEMP2 SEENINE // We're standing on a SEENINE! { setactor[TEMP].htextra 9999 // It's unstable! It's gonna explode! } } } getplayer[THISACTOR].highsprite TEMP // Get sprite we're under. ifvarn TEMP -1 // We're under something... { getactor[TEMP].picnum TEMP2 // Get picnum... ifvare TEMP2 THWOMP // Oh no, it's a thwomp from mario! (implying a custom actor, here.) { setactorvar[TEMP].CRUSH_DUKE 1 // Signal to the thwomp to make a Duke Burger. } }
Events
NetDuke32 has some new CON events for some of its functionality.
- EVENT_DOQUAKE [UNSYNCHRONIZED!] - Called when the game applies the screen shake for earthquakes. Allows implementing your own screen shake by setting RETURN to 0 and manipulating the camera(x/y/z/ang/horiz) variables.
- THISACTOR = Player sprite.
- RETURN = Earthquake time. Setting this to 0 cancels the shake.
- getplayer[THISACTOR] = Current player.
- EVENT_BOTGETSPRITESCORE - Called whenever a DukeBot tries to get the score/priority of a sprite it is considering picking up. Useful for getting bots to pick up custom items under a scripted criteria.
- THISACTOR = Current sprite.
- RETURN = Current sprite score/priority. Higher values mean higher priority. Set to 0 to ignore the sprite entirely.
- getplayer[THISACTOR] = Current bot.
- EVENT_FRAGGED - Called whenever a player is killed.
- THISACTOR = Sprite index of fragged player.
- RETURN = Sprite index of fragging player. Setting to -1 cancels the frag. See Note #1.
- getplayer[THISACTOR].frag_ps = Player index of fragging player.
- getplayer[THISACTOR].wackedbyactor = Sprite index of killer, regardless if a player or not.
- Note #1: THISACTOR and RETURN will be the same if killed by a non-player, so check those before checking wackedbyactor.
- EVENT_PREWEAPONSHOOT - Called just before a projectile is spawned by a weapon. Useful if you want to cancel or stagger shots, adjust player angle/pitch before firing, or work with custom ammo variables when fired, among other things.
- THISACTOR - Sprite ID of player firing.
- RETURN - Setting this to non-zero cancels the shot.
- getplayer[THISACTOR] = Current player.
- EVENT_POSTWEAPONSHOOT - Called just after a projectile is spawned by a weapon. Useful for adding additional functionality after the shot fires, or undoing any angle/pitch adjustments that were done in EVENT_PREWEAPONSHOOT.
- THISACTOR - Sprite ID of player firing.
- getplayer[THISACTOR] = Current player.
Compiling NetDuke32
The process of compiling NetDuke32 is identical to these articles, except in MinGW and Linux, you type make netduke32
instead of make
.