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Monthly Archives: February 2015

wolfenstein.3d.coop
A childhood dream come true…

When I first played this game in ’92 as a kid I always imagined how cool this game would be in cooperative mode… Well now 21 years later I am playing Wolfenstein 3D cooperatively with my nephew across the internet having a blast ;)

-==February 2015 Update==-

Before adding/developing more game assets (like new custom weapons, maps and game mechanics) we are first completely reworking the rudimentary idtech4 game engine parts such as the netcode, to ensure the best possible and stable coop multiplayer experience…

This was an extended coop network code test-session with well over 100 enemy AIs spawning and syncing across the internet network. Two clients (about 15 Kilometers apart) connecting to a dedicated server machine (about 2000 kilometers away from the clients).

In this video SlateFrame and I were testing Venture’s netcode with the Doom3 “INSOMNIA” Mappack available at “moddb.com” and “doom3.filefront.com”.

(click to play the youtube video)

Mars City Security: A Doom3 Next Generation COOP Mod

-==February 2015 Update==-

Hey to all MCS fans,

today we would like to showcase some of the new network code rewriting progress that we have been making with MCS.

The first video is showcasing MCS Version 1.1.8.5 Internet Gameplay recorded @ 1080p @ 60FPS, with a distance of ~2000 Kilometers between the dedicated server and client.

And for all the tech-geeks among us, we also recorded a second Client / Spectator video session, that pushes our new netcode to the limits with an average ~800ms ping delay between the clients and the dedicated server.

With this second hardcore latency scenario we want to make sure that all network states (like Player/AI entity positions, rotations and animations and all multiplayer relevant events such as Player/AI: weapon discharges, deaths, projectiles traveling and impacting and all concomitant effects are properly and smoothly replicated across all clients throughout the network regardless of the distance and location between dedicated server and clients on our planet).

There is still plenty of fine tuning to be done regarding the netcode and so hopefully the small crowdfunding campaign scheduled for Spring 2015 will help speed up that process during crunch time.