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Feature/multiplayer things spawn options #1175
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Feature/multiplayer things spawn options #1175
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Option is available for all netgame types Added Multiplayer Things Spawn Type to setup menu Added Cmd Line Parameter mpspawntype Added netgame functionality Added mobjtype_weapons array is_weapon function Closes fabiangreffrath#681
Sorry, but before you put even more effort into this, it'd be only fair to tell you that I am not convinced of this concept and I am not going to merge it like this. The difference to DM3-support is that this added a single command line parameter and one or two more checks in the code. The approach here, however, adds a new command line parameter with different arguments and even modifies the netgame protocol. That's a no, sorry. The one feature that's been asked for is "coop without additional weapons", so I'd suggest to implement this and either call it |
Please try to restrict the amount of changes to the ones in this PR: |
@fabiangreffrath I would like to make less changes but I don't think it's feasible to both keep code clean and do it. src/doom/d_net.c
So Because of all that, I made a change to src/doom/d_net.c to convert a net deathmatch value to a global var and vice versa. I moved conditions to the separate functions to make code cleaner. netgame_modes_t boolean coop2 Please tell me, If you have any ideas how to make less changes and support high maintainability? |
@fabiangreffrath I additionally removed |
Features suggested here would help make Crispy Doom's multimonitor support more usable in single-player... which is just what I was hoping to find. Problem: To have "observer drones" showing one or more additional views of the gameworld you need to be in networked multiplayer, even though all Crispy clients may be local to your own computer. This creates disruptive differences from normal single-player: multi-only monster and weapon spawns, and the player respawns into the same world state upon death (no death penalty). (Also can't easily load savegames, but that's another thing.) The unwanted/different enemy/weapon spawns sound like they could be resolved with some of the changes suggested in this pull request, specifically So that's one (unusual) reason this'd be a cool feature to have... it'd make multimonitor mode better for single-player. (That said, I have also felt a desire for option 1 when doing co-op several times in the past: Closing note, though I haven't found it documented anywhere, Crispy Doom already has a great improvement over vanilla/Chocolate Doom in this area because its automap seems to update (add new lines) while the automap is visible/open. This eliminates a key blocker (automap not updating itself until closed and reopened) that prevented using multi-monitor mode to run a dedicated automap client instance on a second screen. Related issue for the automap-on-dedicated-screen use case: #142 |
@@ -108,6 +108,7 @@ boolean nomonsters; // checkparm of -nomonsters | |||
boolean respawnparm; // checkparm of -respawn | |||
boolean fastparm; // checkparm of -fast | |||
boolean coop_spawns = false; // [crispy] checkparm of -coop_spawns | |||
boolean coop2 = false; // [crispy] checkparm of -coop2 |
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Do we èven need this? What if we simply track "coop2" as "deathmatch == 4"?
Option is available for all netgame types
Added Multiplayer Things Spawn Type to setup menu
Added Cmd Line Parameter mpspawntype
Added netgame functionality
Added mobjtype_weapons array is_weapon function
Closes #681
Options for Multiplayer Things Spawn Type are: