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Author Topic: Doom server & DoomAttack  (Read 1422 times)

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Offline kvasirTopic starter

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Doom server & DoomAttack
« on: November 24, 2008, 06:37:17 PM »
Hello all. Had a question about network doom, I have 3 windows machines, and 1 a1200, and want to set up a multtiplayer doom game, but my router doesn't support ipx. is there a tcp/ip based doom server that Doom Attack (Amiga) and Doom 95 can both log into? The only way I've been able to include the 1200 in network play is with UAE, and one of the windows machines doesn't have the horsepower to run both doom/tcp/ip/uae at the same time.
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Amiga 1200T 68060 50MHZ 192MB Fast
 40GB IDE, 100MB Zip, CD/RW, DVD/Rom
 Mediator+ 4MBSVGA, Soundblaster, 100mbps Ethernet
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Offline kvasirTopic starter

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Re: Doom server & DoomAttack
« Reply #1 on: December 04, 2008, 04:21:26 AM »
OK, after some digging on google/ asking around on irc, I found a windows backport from the linux version, called glboom, I've tried this one seeing as Adoom and DoomAttack both apparently got their tcp/ip networking code from linux to begin with, and thinking there might be an ip port problem, I forced them both onto the same port number. Under the XP command prompt, I typed:
Quote
glboom -net 2 amiga -port 5030


And on the Amiga I typed:

Quote

12.Work:Games/3dshoot/Doom> doomattack -net 1 amiga -port 5030
M_LoadDefaults: Load system defaults.

                         DOOM 2: Hell on Earth v1.10                          

V_Init: allocate screens.
Z_Init: Init zone memory allocation daemon.
W_Init: Init WADfiles.
 adding doom2.wad
===========================================================================
                 Commercial product - do not distribute!
         Please report software piracy to the SPA: 1-800-388-PIR8
===========================================================================
M_Init: Init miscellaneous info.
R_Init: Init DOOM refresh daemon - [.......                               ]
InitTextures
InitFlats......................
InitSprites
InitColormaps
InitFuzz
R_InitData
R_InitPointToAngle
R_InitTables
R_InitPlanes
R_InitLightTables
R_InitSkyMap
R_InitTranslationsTables
R_InitBSP
P_Init: Init Playloop state.
I_Init: Setting up machine state.
DAMusic_DoomSoundLibrary: Could not open "doomsound.library"!
I_InitSound: sound module ready
D_CheckNetGame: Checking network game status.
DANet_TCP: Using alternate port 5030
sending network start info...
DANet_TCP: len=8:p=[0x20000000 0x2416e00]
Error: Network game synchronization aborted.
12.Work:Games/3dshoot/Doom>


The DANet_TCP: len..... line is what I'm worried about, it only appears when the windows machine is broadcasting its game data, and when I connect with the laptopt view doomattack and UAE, Does anybody know what the hex codes/ len mean?
--
Amiga 1200T 68060 50MHZ 192MB Fast
 40GB IDE, 100MB Zip, CD/RW, DVD/Rom
 Mediator+ 4MBSVGA, Soundblaster, 100mbps Ethernet
 Subway USB+ endless list of gadgets :-D
My full specs
 

Offline Piru

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Re: Doom server & DoomAttack
« Reply #2 on: December 04, 2008, 07:37:40 AM »
Doom network code is notoriously bad. It's unlikely you can get two different platforms to play together, it might even be that you can't get two different doom versions to play together.

For best results you should use same byteorder machines, same version of the Doom and identical wads on each machine.
 

Offline Seiya

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Re: Doom server & DoomAttack
« Reply #3 on: December 08, 2008, 05:17:09 PM »
maybe, someone could port on amiga, CSDoom to play in internet.

Offline kvasirTopic starter

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Re: Doom server & DoomAttack
« Reply #4 on: December 08, 2008, 05:33:48 PM »
I was thinking more along the lines of a multi-client doom server, would whip something like this up myself, but it would require playing several source ports of doom through a packet sniffer, though adoom and doomattack seem to use the same tcp/ip code. Plus, my coding skill is limited to useless cli applications, last time I tried to compile a MUI application my eyes went blurry. Can't imagine setting something up with bsdsocket.library while making it portable enough to compile on windows would be within my skill level. (While the 060 should have enough horsepower to do whatever conversions are needed on the fly, I would rather use that HP for more framerate)
--
Amiga 1200T 68060 50MHZ 192MB Fast
 40GB IDE, 100MB Zip, CD/RW, DVD/Rom
 Mediator+ 4MBSVGA, Soundblaster, 100mbps Ethernet
 Subway USB+ endless list of gadgets :-D
My full specs
 

Offline darksun9210

Re: Doom server & DoomAttack
« Reply #5 on: December 10, 2008, 07:53:23 AM »
the only doom linkup i ever got going was IPX over 10base2
486DX2 66
Pentium1 150
A4000D cyberstorm2 040/40, CV64/3D, Hydra Ethernet

quake is much more reliable, uses TCP/IP. i was able to not get my 455 kicked on the miggy in a deathmatch of 4+ players...

A500 Vampire2/minimegachip/lazarus/indyECS
A600 Vampire2/604n/subway/IndyECS
A1200 PiStorm32+Pi4/subway/IndyAGA
A1200 PiStorm32+Pi4/subway/IndyAGA
A1200 PiStorm32+Pi4/subway/IndyAGA
A3k C=040/CV64-3D/Xsurf100+RRoadUSB/Zoram256/acard scsi-ide-CF/IndyECS,
A4k CSMk3-060/CV64-3D/Xsurf100+RRoadUSB/Bigram256/IndyAGA, mediator+pci cards
CD32 TF360/IndyAGA
Plus an SGI O2 & consoles.