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Messages - Edward850

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1
So unless my train of thought is off, can there be more then 4 playersplitscreen. What about 16 player splitscreen.
There could be 16, nothing technically stops it, but the limit is statically compiled to 4. It would also require 16 generic Direct Input controllers, as XInput (Xbox controllers) has a hard-limit of 4.

I tested it when I got home and it work I could connect but seems like only that one time now I'm getting on next startup since, a keyhash error showing my ragewars.kpf mod displayed twice.
That means you are loading the mod twice. Don't do that. Remember, if something is in your mods folder, it is automatically loaded; loading it again manually will just load it again.

2
Off topic but I wounder if I can get a splitscreen game in a dedicated hosted match.
Yes, in fact it was one of the advertised features. Hosting and joining any games (regardless of network service) allows for splitscreen players in the same session. The local players option isn't avalible in all lobby modes for no reason. ;)
From a technical standpoint, it actually makes no sense not to support it, as the player/node systems are mutually exclusive; A node controls a player, and a player controls a node, but there is nothing that suggests that a node and player are the same thing. In fact a dedicated server is a node with no players, so splitscreen is just a node with multiple players.

3
If it's putting you back to the main menu there must be an error message at least in the console. See what it's saying there to understand what's wrong. But my guess is that your in developer mode. To test maps in multiplayer you must make sure you are not in developer mode (developer 0)
Him being in developer mode seems to be the case (at least it makes sense with the symptoms). Normally an error message shows up, but because of another bug fix the error message is being removed before it's displayed. Thanks for bringing that to my attention.

Note that you can play multiplayer while in developer mode, just not network multiplayer. Local splitscreen will work and can even be launched using the testsplitscreen CCMD (2 optional args, # local players and a map to load, so "testsplitscreen 4 levels/mp/city-4.map" will start a 4 local-player game on that map).

4
Yeah its really nice to use and being able to view the lobbies without launching the game
As a note, this can't browse lobbies, only the dedicated servers. The lobbies are maintained by GOG/Steam services which 3rd parties cannot access.

5
Turok 2 Seeds of Evil / Doomseeker dedicated server browser support
« on: July 28, 2017, 08:39:05 PM »
If you use Doomseeker, would like to, or just want to browse servers without needing to start Turok2 first, a plugin has been created for Doomseeker to provide just that.

If you don’t know what Doomseeker is, here is its website. It is maintained by two long term Doom community members Blzut3 and Zalewa. The gist is it's a GUI program designed to be able to list servers from various games (namely Doom source ports) and allows you to quickly join them, as well as find and locate mods if needed.

To use Turok2Ex in Doomseeker, simply download the latest Doomseeker here:
Doomseeker 1.1
As of writing, select Download Complete 1.1 Plugin Update 1 Package.
Note you may need to do this if you are using an older version of Doomseeker, as plugins only download/update if you have them already. Doomseeker never automatically updates plugins you don't have.
Users with the older Turok2Ex Doomseeker plugin may also have to update manually this way as well, due to differences in update architecture.


Once downloaded, all you need to do is configure the plugin to point to your Turok2 executables, like so, and you’ll be able to join servers directly for Doomseeker. You can also configure & launch dedicated servers from Doomseeker as well.

It's worth noting that Doomseeker is in no way affiliated with us or anybody at NightDive Studios. We can provide support for the plugin, but not Doomseeker itself.

6
Turok 2 Seeds of Evil / Re: Patch #4 is available now!
« on: July 12, 2017, 11:12:38 PM »
Another update. Still 1.5.6, however German sounds/voices updated and some background technical updates too boring and nerdy for mortal man. Dedicated servers will need to update as the KPF updated.

7
Turok 2 Seeds of Evil / Re: Patch #4 is available now!
« on: July 01, 2017, 08:51:27 PM »
As a note, we've hotpatched Turok2 to 1.5.6, fixing some issues with uninitialized particle data. Dedicated server hosts will need to update as per usual.

8
Turok 2 Seeds of Evil / Patch #4 is available now!
« on: June 27, 2017, 04:23:23 PM »
Turok2 1.5.5 is now pushed publicly to all (Steam & GOG). If you didn't want dedicated server support, two new game-modes and DirectX optimizations, you can no longer hide from it.
This build is different from the public beta if you happened to be on it, so take note anybody who was hosting servers during the beta.
http://steamcommunity.com/games/405830/announcements/detail/1346988836024801897
Quote
1.5.5 Patch Notes
===========

Renderer / Graphics
====================
Instanced rendering for particles (Direct X optimization)
Shadow map optimizations (batched actor shadow casters)
Uniform buffer optimizations (Direct X)
Fixed cloaking effect not rendering
Fixed explosions changing color when making contact with 'alien flesh' surface types
Particles and trails can now be occluded by geometry (optimizations)

Single-Player Gameplay
======================
Destructibles now flash red when shot
Fix turrets in River of Souls not firing at player
Some components of the AI is now multi-threaded (optimizations)

Local and Network Multiplayer
=============================
Dedicated server support (self hosted with included binary, server list browser built in)
New InstaRok ("Instagib") game mode
New Raptor-Fest (survival co-op/competitive) game mode
Improved handling of large amounts of object synchronization
Restored 3 N64 maps; Escheria, Endangered species and Moonlit Mayhem
Stability updates
Added 'playername' cvar to act as the local player name in case no social service (Steam/GOG Galaxy) is available

User Interface
==============
New quick weapon select feature

Misc
==============
Optimized collision detection with static meshes
Fixed floating blood splats from shotgun bullets

9
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 26, 2017, 08:49:21 PM »
It's just a script issue it turns out. OnDamage internally is being called just once but the player has two script delegates setup for the same action, due to some weirdness in how players are setup in multiplayer, causing the script to be executed twice for one damage event (so you are still only being damaged once).
I'll see if I can stamp that out but it probably wont be in the next patch, due to the delicate setup needed for spawning players in multiplayer.

10
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 26, 2017, 01:47:52 AM »
I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.

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