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    NetWolf

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    doomjedi
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    NetWolf

    Post by doomjedi on Tue Oct 09, 2012 1:11 am

    This project was started on 04/02/2012 (team mostly of me and Lemm) - but has been on hold for quite a while because of Lemm's (maker of "NetKeen" - multiplayer "Commander Keen") prior commitments, till this message from today:

    Lemm wrote:no srry i don't have time


    anyways, most of the network code is done, so you could probably
    hand it off to an experienced wolf coder to finish up the rest of the
    game.


    or you can just release it as a demo, up to you.



    So I now need to decide what to do with it. Multiplayer already works and was tested and is playable... (enemies are not yet coded multiplayer-wise) Support for at least 4 players (up to 8 )

    Note: This uses DosBox IPX Tunneling feature (just like NetKeen) so currently is for DosBox only, no SDL.

    Is any serious coder interested to take it from there?

    Or should I release it as a demo, or open source (one sure has to keep Lemm's and my credit)? For a demo - it's demo of players only, no enemies...you can put in enemies but I'm not sure how will they react to multiple players.


    Last edited by doomjedi on Tue Oct 09, 2012 1:39 am; edited 1 time in total

    Dark_wizzie
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    Re: NetWolf

    Post by Dark_wizzie on Tue Oct 09, 2012 1:26 am

    Interesting, I'd like to go head-to-head against other Wolfers in this forum... seeing how they loathe the difficulty of SHS it should be a cakewalk. Cool Heheheheh!!!! It's on. Suspect <- Eye bobbing like BJ.



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    Re: NetWolf

    Post by Thomas on Tue Oct 09, 2012 1:30 am

    Wish I could eye-bob like BJ.

    This is a bit sad, though, I would've gladly seen this fully fledged and 100 % done, but I guess that's just how it is. It'll be fun to play, I suppose.

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    Re: NetWolf

    Post by Dark_wizzie on Tue Oct 09, 2012 1:57 pm

    @Thomas wrote:Wish I could eye-bob like BJ.

    This is a bit sad, though, I would've gladly seen this fully fledged and 100 % done, but I guess that's just how it is. It'll be fun to play, I suppose.

    Never understood the eye-bob. I did it in 2nd grade. It freaked people out. bom



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    Re: NetWolf

    Post by Thomas on Wed Oct 10, 2012 12:14 am

    My motor skills have always been horrible (a cocktail of ass burger syndrome and reluctance to do emotionally affected things) so I cannot eyebob. I try, but it only makes my eyebrows bouncy and give me a headache.

    Now, WTF was the topic again.

    doomjedi
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    Re: NetWolf

    Post by doomjedi on Wed Oct 10, 2012 2:25 am

    The topic was about the future of NetWolf Smile

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    Re: NetWolf

    Post by Thomas on Wed Oct 10, 2012 2:49 am

    Ah, yes! *tries to come up with something*

    I don't know. It always bites when something big still in development gets a punch like this. It's either win or lose. Time may drag on.

    stathmk
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    Please release it as a demo.

    Post by stathmk on Wed Oct 10, 2012 12:22 pm

    My opinion is that you guys should release it as a demo.

    doomjedi
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    Re: NetWolf

    Post by doomjedi on Wed Oct 10, 2012 12:45 pm

    Than we'll need to make a set of maps to fit multiplayer.

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    Re: NetWolf

    Post by Dark_wizzie on Wed Oct 10, 2012 1:37 pm

    Making a map for a multiplayer Wolf3d, now that would require a different type mapping.



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    Re: NetWolf

    Post by Thomas on Wed Oct 10, 2012 2:30 pm

    If I should make something like that, I'll use Unreal Tournament's Capture the Flag maps as a good example. We have two bases, both look similar, but are opposite each other. The middle of the level (the battle arena itself) will be something else though.

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    Re: NetWolf

    Post by doomjedi on Wed Oct 10, 2012 2:32 pm

    I wonder why noone has even volunteered to make a cool set for "SplitWolf"...

    But beside mappers to prepare this for a demo - we need betatesters to test it and to see where we stands.
    Also - we need to make player health adjustments to fit a deathmatch.

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    Re: NetWolf

    Post by doomjedi on Wed Oct 10, 2012 2:33 pm

    @Thomas wrote:If I should make something like that, I'll use Unreal Tournament's Capture the Flag maps as a good example. We have two bases, both look similar, but are opposite each other. The middle of the level (the battle arena itself) will be something else though.
    We can support more than 2 players....but for demo 2 players map can be ok I guess.
    But I'm not sure we have the code to divide players into teams.

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