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Re: Doom Online

Posted: Sat Aug 07, 2010 10:16 am
by Favrenation
Nonothat just posted it in the download section.

Re: Doom Online

Posted: Sat Aug 07, 2010 11:27 am
by MikeStutzzzz
lets see i put in the image selected doom wad. then pressed b and now ima kinda stuck on loading the whole time xp

Re: Doom Online

Posted: Sun Aug 08, 2010 10:27 am
by Dihnekis
anyone played this yet? how's it work?

Re: Doom Online

Posted: Sun Aug 08, 2010 5:52 pm
by MikeStutzzzz
i couldent get it to run or maybe there is long loading time idk

Re: Doom Online

Posted: Sun Aug 15, 2010 1:09 pm
by Impulse
Here's the discjuggler image that uses the doom1.wad. http://www.megaupload.com/?d=VXQZIKI9 I also included the source, etc.

I'm looking for someone to play with. I'll create a area here http://dreamcast-talk.com/forum/viewforum.php?f=4

Re: Doom Online

Posted: Sun Aug 15, 2010 1:14 pm
by Radkin
Impulse wrote:Here's the discjuggler image that uses the doom1.wad. http://www.megaupload.com/?d=VXQZIKI9 I also included the source, etc.

I'm looking for someone to play with. I'll create a area here http://dreamcast-talk.com/forum/viewforum.php?f=4
Great work. I am interested in playing with you if I can get online. I will try this when I come home from work late in the PM hours. (GMT -5)

Re: Doom Online

Posted: Sun Aug 15, 2010 3:39 pm
by Bob Dobbs
I believe this will not be so easy being that it seems the "server" has to be one of the players. This player would need the user's IP addy for them to connect (from what I just read).

I have been surfing for a website that is hosting a "DOOM" server. Not a great deal of luck.

Re: Doom Online

Posted: Mon Aug 16, 2010 4:19 pm
by TeamXlink
BlueCrab wrote:
TeamXlink Quoting Hobofreak wrote:
On the Dreamcast, you need the BBA to use networking.
I was really excited until I read that part.

Are there any homebrew games that have modem network support?
The problem with doing modem stuff on the Dreamcast is that KallistiOS doesn't have a working PPP stack. For some unknown reason, the one in lwIP doesn't work at all, and I never got the time/patience to finishing writing a replacement for it (and I don't believe anyone else has worked on KOS' network code in a long while, other than me). I have a partial replacement that works with KOS' built-in network UDP/IP stack (which I also wrote), but sadly no way to test it with a real ISP. That, and I haven't touched the code in many years, so I doubt it even works anymore...

It was one of those little side projects that I worked on, but never finished to a point of it being useful or releasable. Heck, this is the first time I've actually publicly acknowledged even having anything partially working with regard to PPP, I think.
Thats interesting, it would be nice to have Quake with modem support. I know the Katanna SDK had the modem fully working, but that was Sega's official SDK, but it was released.

I talked to mk about modem support in Makaqu, and he also said that KOS was lacking TCP/IP stack support.

Also, the three quote stack limit gets rather annoying at times.