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How does one do COM-BATT with the Linux Ports?
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UFO_WARVIPER

Joined: 08 May 2008
Posts: 26

PostPosted: Thu May 08, 2008 5:15 pm    Post subject: How does one do COM-BATT with the Linux Ports? Reply with quote
I'm looking to do COM-Bat on a LAN with a LINUX Native Port of ROTT with a decent resolution. My dream would be to get WinRottGL doing this well thorugh WINE or Natively. I got WinRottGL to connect through WINE after some DLL overrides, but the game Unsynchronizes in under a minute. I also got DOSBOX to play ROTT pretty well, but the resolution very poor. Anyone have a hi-res solution? I also have a Fedora package of Rise of the Triad with a higher res, but it seems to offer only Single Player. Is there parameters I can stick in the launcher for com-batt?
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admin
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PostPosted: Thu May 08, 2008 5:25 pm    Post subject: Reply with quote
Well, the only reliable way right now, AFAIK, to play rott online is with dosbox. And dosbox can natively run under linux. winrottgl has multiplayer support, but it's still in beta, so it needs a little more polishing. Yea, i'd love to be able to run a net game of rott from my linux pc too. We're getting there man, just wait. Smile
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dopefish7590

Joined: 06 Oct 2007
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PostPosted: Thu May 08, 2008 5:28 pm    Post subject: Reply with quote
Ah, Fedora... I used that for quite some time before getting into Mac.

Anyway, Did you try to compile the new WinROTT source with the new Makefile? I am not positive that it will work as I have not tried it yet myself. Tell me how the compilation goes. You may or may not need to alter a few things. If you need any help, I'll be glad to help you out. In the meantime, I am working on something, so I will try to compile a binary later... If it works and you didn't get it to work, I'll send you the binary.

I am not positive if a binary compiled on a Mac will work on Fedora, but I do know Unix programs work on both Linux and Mac.
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PostPosted: Thu May 08, 2008 5:32 pm    Post subject: Reply with quote
I think jbailey mentioned that the makefile would need a few changes here and there to make it compile under linux. I need to try it in my linux pc. Im thinking the directx files would have to be removed, as well as the references to dos related files, and the cl.exe changed to gcc.exe. Damn, this would be easier if Birger was around here. Razz
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UFO_WARVIPER

Joined: 08 May 2008
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PostPosted: Thu May 08, 2008 5:33 pm    Post subject: Reply with quote
Yeah, I just tried it dopefish, I edited my post to show the results of that in the thread in the general Forum.
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dopefish7590

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PostPosted: Thu May 08, 2008 7:13 pm    Post subject: Reply with quote
admin wrote:
I think jbailey mentioned that the makefile would need a few changes here and there to make it compile under linux. I need to try it in my linux pc. Im thinking the directx files would have to be removed, as well as the references to dos related files, and the cl.exe changed to gcc.exe. Damn, this would be easier if Birger was around here. Razz


No exe at the end... Remember that its *nix. :p

So it's just "gcc" and nmake would be replaced with "make".
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PostPosted: Thu May 08, 2008 7:28 pm    Post subject: Reply with quote
ah yea, thats right, sorry
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UFO_WARVIPER

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PostPosted: Thu May 08, 2008 7:47 pm    Post subject: Reply with quote
I had this crazy idea. Now I haven't looked at the actual code for these things, but I do recall that that the structure of the networking interface of ROTT and Duke Nukem 3D were very similar in the old days guys. Just about everything about it seemed alike, the way you had to go through a setup, and establish a Master and slaves and everything. Heck both interfaces even displayed taunt messages about players that had not joined the game yet. So it appears to me (as a novice) that the netcode for Duke3D was adapted from ROTT netcode. Of course it might only appear that way on the surface, and then in that case I'm totally wrong.

Where I'm going with this is that modern open source ports of Duke Nukem 3D (if based on the ROTT code) such as Eduke32 (based on JFDuke) can successfully network with one another through TCP/IP, would it be possible to adapt the opensource JFDuke netcode to work with WinRottGL? The other day I even got Eduke32 with NetDuke GUI program running through WINE on my Linux machines to get computers to Nettwork play Duke and IT WORKS WELL so far!
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dopefish7590

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PostPosted: Thu May 08, 2008 8:21 pm    Post subject: Reply with quote
Sorry man, the code is MUCH different... Nice try though.
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UFO_WARVIPER

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PostPosted: Thu May 08, 2008 9:14 pm    Post subject: Reply with quote
This is the Package Description of rott-registered-1.0-4.fc8.i386 in the Fedora 8 Repositories

"This is the icculus.org Linux port of Apogee's classic 3d shooter Rise of the Triad (RotT), which has been released under the GPL by Apogee. This version is enhanced with the "high" resolution rendering from the winrott port.

This package contains the engine for the registered version of RotT. If you own the registered version, this allows you to play the registered version under Linux. Place the registered RotT datafiles in a dir and start rott-registered from this dir."

I have used this package and I can't find a binary for com-batt. JBailey, or Birger or anyone, do you know about this package and if it has parameter switches for multiplayer?
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HansdeGoede

Joined: 08 May 2008
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PostPosted: Thu May 08, 2008 11:57 pm    Post subject: Reply with quote
Hi All,

Short intro: I'm the maintainer of the Fedora rott packages.

I've recently been working together with the Debian rott package maintainer on reviving the rott Linux port. We've merged our 2 patchsets for linux rott and yesterday we've got svn access to the icculus.org rott svn repository.

I plan to merge all our patches into svn soon, and then I'll create a new tarbal and post a link to it here.

That should hopefully fix your compile problems. As for fixing multiplayer, thats going to be a bit harder, quoting from the linux rott README:

"
------------
Known Issues
------------

- Demos go out of sync.
- No netplay support.
"

I'm afraid that this still is true for the Fedora / coming new version.

I would be very happy to take patches which add netplay support. I'm not sure if the winrott code is a good place to look for netplay support, as as far as I remember it uses directplay for this, but it might be that it uses directplay only in winrottgl, and that the original winrott (no GL) has something different.

Regards,

Hans
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dopefish7590

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PostPosted: Fri May 09, 2008 10:51 am    Post subject: Reply with quote
Hey thanks! That would be sweet man! Cool

Also, on the next release, could you send me a version that does not require "yum" so that I can see if it will compile on OSX?

And also,
Welcome to the forums!
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PostPosted: Fri May 09, 2008 11:21 am    Post subject: Reply with quote
As dopefish said, welcome Hans! Very Happy Great to have you here! Youre right, winrottgl used directplay a lot, and when I've tried compiling it i've gotten errors about .h files needed, I think from the directX SDK. I dont know about winrott, but i've tried compiling it too, and from what i've tried, neither compile straight out of the box.
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UFO_WARVIPER

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PostPosted: Fri May 09, 2008 12:07 pm    Post subject: Reply with quote
Thanks for the Response Hans, I've actually been wondering how to get a hold of you for some time now. Looks like you found ME Very Happy ! Anyways, I am very thankful for your reply. Hans, is it in your agenda to eventually incorporate multiplayer into your port if it becomes possible? The reason I ask is that ROTT's multiplayer is where it truly stood ahead of the crowd for its time, even inspite of orthogonal walls. It's a real shame that multiplayer has become such a challenging aspect to implement in the modern ports. I'm sure JBailey and Birger would want to know what you have accomplished with their code.

I was wondering does WinRottGL unsync as bad when all machines run native Windows as I have tested in WINE? I tried networking a Windows Machine to a Linux machine using WINE and I established some sort of connectivity. The Windows machine had to host. Now that I have a little time, I guess I could always tell my dual-boot machines to boot Windows and try it for myself.


(Assuming (1) the code is as broken as I've experienced and (2) the WInRottGL team is out of ideas how to improve the current situation based on assumption 1):


Is IPX tunneling through TCP/IP difficult to implement in the Windows port rather than changing the code around to do TCP/IP directly? I'm not sure how you would get around Direct Play. Although the current idea of converting the game from master-slave approach to more how modern games that use Direct Play operate is a good idea, I think that the more variables you hold constant to the original (Like in multivariable calculus), the better you can see how the situation is affected when only one variable is allowed to change. It's just a suggestion.

Back at the very end of the DOS era, I recall that a few games could run OpenGL in DOS like one of the Descent games. DOSBox is cross-platform and it has an uber-sweet IPX tunneling feature that runs through the TCP/IP protocal. I am probably asking a bit too much, but would it be conceivable to use the original ROTT netcode through IPX tunneling in DOSBox and have a "DOSRottGL" that is cross-platform?
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PostPosted: Fri May 09, 2008 12:14 pm    Post subject: Reply with quote
I like your suggestion of having some sort of dosbox functionality in rott implemented, but wouldnt it be more efficient to have rott netplay fully under tcpip? Lots of times before I looked at other old classic games from the dos era which do have such net play functionality, and so far the only one i've seen to have it is doom. The latest netplay port of doom being odamex. I asked around , if maybe the netcode of odamex could be implemented into rott, but some developers were of the opinion that both games were too different. What do you guys think?
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