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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Mods => Topic started by: VGames on June 17, 2015, 01:38:47 PM

Title: Adding Coop to Doom 3
Post by: VGames on June 17, 2015, 01:38:47 PM
What all would it take to add coop to Doom 3? Like what would need to be added to make the game playable for multiple players? Would maps need to be remade? Would a large amount of code need to be added to the SDK? What all would it take?
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 17, 2015, 02:21:08 PM
It would take _a lot_ of work to add coop.

MCS mod has it afaik, and it will be released soon. So perhaps you can wait for it and use the code.

Or wait for new Doom  ;)
Title: Re: Adding Coop to Doom 3
Post by: BielBdeLuna on June 17, 2015, 02:55:50 PM
I'm also interested in coop features, coop is death-match with monsters or does it involve something more complicated?
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 17, 2015, 03:52:12 PM
Well I figured it would be a buttload of work. And I expected maps would have to be redone to allow multiple start points and cinematics would hVe to be taken into account too. But what about simple multiplayer maps redone with monster spawners? Has that been done?
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 17, 2015, 04:00:15 PM
Quote from: VGames on June 17, 2015, 03:52:12 PM
Well I figured it would be a buttload of work. And I expected maps would have to be redone to allow multiple start points and cinematics would hVe to be taken into account too. But what about simple multiplayer maps redone with monster spawners? Has that been done?

Before worrying about maps and such, worry about code. That's where major chunk of work is.
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 17, 2015, 05:46:43 PM
Understood.
Title: Re: Adding Coop to Doom 3
Post by: The Happy Friar on June 17, 2015, 08:59:58 PM
It's hard enough I'd say make maps for LMS instead of making your own.  :)

As far as I know no coop code has been released by anybody for Doom 3.  A bummer for future D3 players who will need to recompile for future OS's.  IE No D3 coop on a handheld in another 10 years like you can with Quake right now.  :)
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 17, 2015, 09:35:14 PM
Well I've talked with the leader of the LMS team about making my mod compatible with his mod but it's been a while since I've heard from him. I need to drop him another line and see what's up with his programmer. That's where the trouble is coming from. He said he'd love to make my mod work with his but he had to get his programmer back into the mix. If it ever happens u can bet I'll be releasing my source which would include their coop code as long as they're ok with it. Which I'm sure they would be.
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 18, 2015, 12:36:10 AM
Last time I asked LMS guys to open their source, they plainly refused without stating any reasons. It makes no sense at all.
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 18, 2015, 08:02:40 AM
Yeah that's not cool at all. No reason why they shouldn't do that. Would help the community out a lot. I hope they don't expect me not to release my source if they add their code to it to allow LMS compatibility.

But like I asked before would it be possible to make demons spawn in randomly in the original multiplayer maps that came with Doom 3 using an invisible monster spawner? Would that require new sdk code? I wouldnt think so. I would expect it to require map and script changes only.
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 18, 2015, 09:11:20 AM
Quote from: VGames on June 18, 2015, 08:02:40 AM
Yeah that's not cool at all. No reason why they shouldn't do that. Would help the community out a lot. I hope they don't expect me not to release my source if they add their code to it to allow LMS compatibility.

But like I asked before would it be possible to make demons spawn in randomly in the original multiplayer maps that came with Doom 3 using an invisible monster spawner? Would that require new sdk code? I wouldnt think so. I would expect it to require map and script changes only.

No, it's not possible. Nothing is networked. Plus AI isn't designed for coop at all.
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 18, 2015, 09:58:28 AM
Well that sucks.

Hey motor have u checked out my issue with adding a gravity gun feature to the soulcube? It's in the scripting section of this forum. I'd sure appreciate your help.
Title: Re: Adding Coop to Doom 3
Post by: BielBdeLuna on June 18, 2015, 11:20:23 AM
so it would be the mater of adding the "networking model" to the actor.cpp and ai.cpp (and other files in neo/ai/ folder)? or would involve something else?
Title: Re: Adding Coop to Doom 3
Post by: wintch on June 18, 2015, 11:21:25 AM
Yo do have coop for Doom3.
The only source code i found (http://www.moddb.com/mods/opencoop/downloads/opencoop-alpha-20)
My old merge with dhewm3 (https://www.assembla.com/spaces/dhewm3coop/wiki)

AI is not working so great (as motorsep mentioned), it just switches from one player to another when receives damage. Monsters may look at random target and death animations may fail sometimes, but it is working.
I tested it back in 2012 and with some minor tweaks (already done by oneofthe8devilz and/or it's team) you get decent coop gameplay
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 18, 2015, 11:45:57 AM
Quote from: wintch on June 18, 2015, 11:21:25 AM
Yo do have coop for Doom3.
The only source code i found (http://www.moddb.com/mods/opencoop/downloads/opencoop-alpha-20)
My old merge with dhewm3 (https://www.assembla.com/spaces/dhewm3coop/wiki)

AI is not working so great (as motorsep mentioned), it just switches from one player to another when receives damage

Did you solve issues with missing heads and anims ? (I recall there were a several issues in the original source and I don't know if you solved it)
Title: Re: Adding Coop to Doom 3
Post by: wintch on June 18, 2015, 11:48:59 AM
Sorry, just updated my answer. No i didn't touched the original source, it was just a merge with dhewm3
p/s i don't remember having any issues with missing heads. Maybe since it was based on dhewm3 and not SDK/original Doom3, this just didn't happen to me
Title: Re: Adding Coop to Doom 3
Post by: EoceneMiacid on June 01, 2016, 07:31:40 PM
Are we starting to see the benefits of the open source philosophy yet?

There's so many cool Doom 3 projects out there, and so many of them are destined to die a slow and unmaintained death, stuck in the realm of 32-bit Windows forever, unable to be enjoyed by non-Windows users.

It's just frustrating to think that a popular feature such as co-op totally exists out there, and that the developer simply cannot be bothered :/

Pretty please, make your projects available for anyone to use and learn from. It's for the benefit of the whole community.
Title: Re: Adding Coop to Doom 3
Post by: vladdrak on June 01, 2016, 07:45:20 PM
grimm is the best doom 3 mod (since tdm went standalone) and it's open. i'm looking forward to make a mod in the vein of that game one day.
Title: Re: Adding Coop to Doom 3
Post by: EoceneMiacid on June 01, 2016, 07:54:47 PM
While it's certainly an impressive achievement, I have zero interest in medieval fantasy stuff.
Title: Re: Adding Coop to Doom 3
Post by: vladdrak on June 01, 2016, 08:04:32 PM
Quote from: EoceneMiacid on June 01, 2016, 07:54:47 PM
While it's certainly an impressive achievement, I have zero interest in medieval fantasy stuff.

it's not the theme i'm most interested in. more like platforming and different movement-related mechanics with constant environmental hazard, threat and traps and a gunplay closest to (modern) Quake. think of portal without the portal gun but with something else i haven't yet thought of. ::)
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 01, 2016, 08:30:30 PM
Quote from: EoceneMiacid on June 01, 2016, 07:31:40 PM
Are we starting to see the benefits of the open source philosophy yet?

Not really  ::)

Quote from: EoceneMiacid on June 01, 2016, 07:31:40 PM
It's just frustrating to think that a popular feature such as co-op totally exists out there, and that the developer simply cannot be bothered :/
Pretty please, make your projects available for anyone to use and learn from. It's for the benefit of the whole community.

You got that right. Hopefully he won't ask to be paid several thousand USD to be reimbursed for his troubles and releases it like any normal person would, especially that it's based on open source code (I don't care about old license - code was open to the public, and now is relicensed under GPL).
Title: Re: Adding Coop to Doom 3
Post by: aphexjh on June 02, 2016, 01:31:12 AM
I support the person who puts up the money to make something they have dreamed about come true. Especially if that person was told time and time again that there was no point, that Doom 3 was not meant to be multiplayer focused.

Would it be nice if he gave away something awesome, sure. Does he have to? Hell no.

I mean you can play mcs, its got all the stuff there for you. Really this person has invested in a product that is valuable, just because its hard to make money off of it right now doesnt mean that it should be free r&d for all. Sure Id gave doom 3 source out, but that was after they made lots of money on it. We aren't entitled to someone elses hard work for nothing.
Title: Re: Adding Coop to Doom 3
Post by: EoceneMiacid on June 02, 2016, 04:57:34 AM
Quote from: aphexjh on June 02, 2016, 01:31:12 AM
I support the person who puts up the money to make something they have dreamed about come true. Especially if that person was told time and time again that there was no point, that Doom 3 was not meant to be multiplayer focused.

Would it be nice if he gave away something awesome, sure. Does he have to? Hell no.

I mean you can play mcs, its got all the stuff there for you. Really this person has invested in a product that is valuable, just because its hard to make money off of it right now doesnt mean that it should be free r&d for all. Sure Id gave doom 3 source out, but that was after they made lots of money on it. We aren't entitled to someone elses hard work for nothing.

You're probably right in the sense that we are not entitled to it, no. But it's still a backwards and selfish mentality, and ultimately, one that doesn't provide you with a single tangible benefit. Quite the contrary, you condemn the fruits of your labor to a restricted audience and a disposable, finite lifespan. Feel free to correct me if I'm wrong about this.

And, frankly, right now, MCS isn't any better. Sure, it may come with the promise that the source will be available someday, but until it's up on Github with build instructions, it's just one of countless other mods that's entirely unavailable to people not on the Windows platform.

And to prove I'm practicing what i'm preaching - https://github.com/RalfVB/SQEW-OS, which represents many, many hours of labor.
Title: Re: Adding Coop to Doom 3
Post by: The Happy Friar on June 02, 2016, 07:51:46 AM
"when I was a kid" just the fact someone took the time to create & give out free content was awesome enough.  I don't remember EVER feeling or reading that someone who released a mod/map/whatever "must give" anything they didn't want to.  I don't remember people upset at that either.  Gamers were more capitalist vs communist "back then" is my theory.
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 02, 2016, 08:08:42 AM
Yeah nothing has to be shared. Sure it would be nice to have the source and build off of it but the game is there to play already. Heck u can even add to it if u want. And sorry if you're not a windows user. That's on u. Creators of anything don't have to make sure that their work is accessible to everybody. Honestly if my work doesn't reach everybody and if it's lifespan is shortened because of it I could care less. Because I'm making mods for fun and I'm making them for windows.
Title: Re: Adding Coop to Doom 3
Post by: oneofthe8devilz on June 02, 2016, 08:31:40 AM
I am noticing a rising interest in a coop focused idtech4 open source code project solution.

After quickly checking, all former links to the once publicly available opencoop source code (http://www.filedropper.com/oc-src) seem to have vanished or are broken.

I once created a coop source code "resurrection" thread back on the doom3world.org forum page which by now is defunct.

Today I have re-uploaded that source code (http://www.filedropper.com/oc-src) and while this may or may not be in consent with the original author "Nicemice", I am relaying the task of further developing, backing this code up and sharing it (on github and whatever places you see fit) to this community here, as I personally at this point in time won't perform further steps.

To download click THIS LINK (http://www.filedropper.com/oc-src) or head over to http://www.filedropper.com/oc-src

Happy idtech4 coop programming...
Title: Re: Adding Coop to Doom 3
Post by: EoceneMiacid on June 02, 2016, 09:47:55 AM
Quote from: VGames on June 02, 2016, 08:08:42 AM
Yeah nothing has to be shared. Sure it would be nice to have the source and build off of it but the game is there to play already. Heck u can even add to it if u want. And sorry if you're not a windows user. That's on u. Creators of anything don't have to make sure that their work is accessible to everybody. Honestly if my work doesn't reach everybody and if it's lifespan is shortened because of it I could care less. Because I'm making mods for fun and I'm making them for windows.

That's definitely one of the dumbest things I've read the past few days.
First off, is it really that much trouble to write 'you' correctly? Are you really that incredibly busy that writing 'u' like some social media addicted teen girl makes any sort of difference?

Spelling nazism aside, your post just screams .. a lack of .. thought?
It also irks me that you're willing to participate in a thread called 'growing the community', but you seem to have disdain for that which would effectively grow the community.
'Yeah nothing has to be shared.' Were you stuck without oxygen too long during childbirth or something?...

Because people with this 'for me only, and then only Windows' mindset is one of the biggest contributing factors holding back the growth of this community.

It's smallminded. I bet you're in favor of the War On Drugs too?



Title: Re: Adding Coop to Doom 3
Post by: VGames on June 02, 2016, 09:59:49 AM
First off I'm at work so I'll take any shortcuts I want when typing on my phone.

Second u just got here so don't talk like you've contributed anything to this community. More then likely you'll fizzle away like so many others. Make something then u can have an opinion about what needs to be done about this community. Right now all I see is somebody trying and failing.
Title: Re: Adding Coop to Doom 3
Post by: EoceneMiacid on June 02, 2016, 10:40:15 AM
Quote from: VGames on June 02, 2016, 09:59:49 AM
More then likely you'll fizzle away like so many others.

Not everyone is gifted with the patience to deal with retards.
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 02, 2016, 10:56:07 AM
More like not everybody can stick with it. Make something small and then move up to something as ambitious as your goal. Cause at this point the only way it's gonna get done is if everybody here does the work for u. And I doubt any of us have tons of free time to tackle that right now. Especially since u haven't proven yourself yet.

About this coop source devilz, this is basic stuff right? No net code improvements right?
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 02, 2016, 11:05:50 AM
Quote from: VGames on June 02, 2016, 10:56:07 AM
About this coop source devilz, this is basic stuff right? No net code improvements right?

Primitive coop mod, with some Quake 4 SDK injections and bunch of bugs. Zero networking improvement. So, even if someone gets it to work (wintch actually did for dhewm3) it will only be as bad as original Doom 3 + coop functionality.
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 02, 2016, 11:26:05 AM
Ah ok. Thanks for the heads up.

But wait isn't this what openCoop and last man standing use or is their source bugless and does it contain better net code?
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 02, 2016, 11:45:18 AM
Quote from: VGames on June 02, 2016, 11:26:05 AM
Ah ok. Thanks for the heads up.

But wait isn't this what openCoop and last man standing use or is their source bugless and does it contain better net code?

Afaik opencoop was initial step toward LMS coop and have very little in common (from my conversation with NiceMice). MCS suppose to have even better netcode than LMS, but we all know how the story goes.
Title: Re: Adding Coop to Doom 3
Post by: VGames on June 02, 2016, 11:51:47 AM
C'mon we all know that. Let's not go there again.

So this code is the worst of the worst and shouldn't be bothered with unless u plan on making serious improvements.
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 02, 2016, 12:06:59 PM
Quote from: VGames on June 02, 2016, 11:51:47 AM
So this code is the worst of the worst and shouldn't be bothered with unless u plan on making serious improvements.

Well, I wouldn't say it's worst of the worst. It's a good starting point for someone who wants to add coop to Doom 3. If you take this code and make same thing in Doom 3 BFG codebase, you'll get robust networking and coop in Doom 3 BFG (probably as good as MCS).

Although Doom 3 BFG doesn't have multiplayer working. So you can't really run a server. Storm Engine 2 has multiplayer fixed to where server can run and clients can spawn on it, but it still needs some work done in order for it to be practical. Not sure if tr3b is interested in porting the fixes and making RBDoom 3 BFG multiplayer working (since only a handful of people will play it).
Title: Re: Adding Coop to Doom 3
Post by: erickmxz on June 24, 2019, 06:59:25 PM
Quote from: oneofthe8devilz on June 02, 2016, 08:31:40 AM
I am noticing a rising interest in a coop focused idtech4 open source code project solution.

After quickly checking, all former links to the once publicly available opencoop source code (http://www.filedropper.com/oc-src) seem to have vanished or are broken.

I once created a coop source code "resurrection" thread back on the doom3world.org forum page which by now is defunct.

Today I have re-uploaded that source code (http://www.filedropper.com/oc-src) and while this may or may not be in consent with the original author "Nicemice", I am relaying the task of further developing, backing this code up and sharing it (on github and whatever places you see fit) to this community here, as I personally at this point in time won't perform further steps.

To download click THIS LINK (http://www.filedropper.com/oc-src) or head over to http://www.filedropper.com/oc-src

Happy idtech4 coop programming...

Hi oneofthe8devilz, I am new at forum and I am very interested in the Doom3 coop source code as many in the community, unfortunately the link you shared here was gone recently. It is based on OpenCoop?, Someone else obtained it?

Searching today I found a version called "LibreCoop" (https://www.doomworld.com/forum/topic/107146-librecoop-dhewm3-open-source-coop-mod/), it seems was released yesterday by Doommarine_maxi. The code is on github (https://github.com/Stradex/d3-librecoop/).  Perhaps is based on your version, may be not.

"The good thing that this project is going to be Open Source is that anyone can port it to any other Doom 3 source port (vanilla Doom 3, or even some crazy could try to port it to Doom 3 BFG Edition)".

Title: Re: Adding Coop to Doom 3
Post by: erickmxz on June 24, 2019, 07:30:49 PM
Here I found an article (https://www.doomworld.com/lordflathead/zaldron.html), aparently was written near the release of Doom3. I think is good to realize the importance of the Doom3 technology (aka Id Tech4), I also think is a wonderful engine even for recent days.

Well, ¿about me?, just learning the basic of mapping and scripting, also the basic of modding in Linux (SDK is not updated to recent scons and python3, so I had to update the SConstruct file by myself). I am working with darkradiant (recent versions of gtkradiant doesn't have doom3 support) . I am interested in porting some mods to Linux. Would be nice to port MCS to this platform.
Title: Re: Adding Coop to Doom 3
Post by: caedes on June 24, 2019, 09:11:53 PM
@erickmxz: do you know about dhewm3 (https://dhewm3.org) and its SDK: https://github.com/dhewm/dhewm3-sdk ?
It's basically the Doom3 SDK, but based on the dhewm3 GPL code, updated to work with dhewm3 and using CMake instead of SCons


BTW, even if the opencoop source turns up again, it'll still be under SDK license and thus incompatible with open source GPL doom3/dhewm3.
Also note that it was for an old version of opencoop based on an old version of the SDK, so even making it work with Doom3 1.3.1 (the latest official patch) would be some work.
Title: Re: Adding Coop to Doom 3
Post by: The Happy Friar on June 25, 2019, 07:06:40 AM
Quote from: caedes on June 24, 2019, 09:11:53 PM
BTW, even if the opencoop source turns up again, it'll still be under SDK license and thus incompatible with open source GPL doom3/dhewm3.
With all the Quake GPL code nobody ever had an issue taking non-GPL SDK changes & GPLing them.  Normally as long as the author of the changes didn't mind. 

Title: Re: Adding Coop to Doom 3
Post by: caedes on June 26, 2019, 03:13:07 AM
Well, I prefer to ask the author for permission to relicense under GPL.. and often I got it (see already ported mods in dhewm3 SDK), in case of OpenCoop I asked nicemice if he'd give me the latest source and let me GPL it and he didn't want that (but I think there also was something about Q4 SDK code used in OpenCoop for client-side entities or sth), and in case of Sikkmod, unfortunately Sikkpin didn't answer my e-mails and also seems to have disappeared from the internet in 2012 or so :-/
Title: Re: Adding Coop to Doom 3
Post by: The Happy Friar on June 26, 2019, 12:31:12 PM
GPL can be a big pain in these respects.  Even if the OpenCoop code was available you couldn't even use it w/o permission.  In the Q1/2/3 GPL community there has always been questions about if you can use mods with demo assets on a GPL client because the demo license say you can't, but GPL engines allow you to, but id/activision/Bethesda never said no.  Even technically using compiled non-GPL'ed mods are a no-no as the license says can only run with that game.
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 26, 2019, 11:53:35 PM
There is also devilz dude with working MCS coop project who is reluctant to open source his mod's code for some bogus reasons  >:D
Title: Re: Adding Coop to Doom 3
Post by: erickmxz on June 27, 2019, 06:31:46 PM
I don't think GPL id tech would be on problems now, it was released in that scheme (the engine and game), therefore all the SDK code is included, vanilla and BFG.  All the company profit and efforts are now concentrated on id tech 6 and 7. John Carmack was recently in lawsuit with Bethesda (unfairly in my opinion), the master and sensei was on jail at 14 and that would'n avoid him to create so many wonderful gaming technologies  ;)
Title: Re: Adding Coop to Doom 3
Post by: motorsep on June 27, 2019, 10:45:26 PM
Quote from: erickmxz on June 27, 2019, 06:31:46 PM
... therefore all the SDK code is included, vanilla and BFG.

It doesn't work that way. Whatever code was released as SDK, remains under SDK license, even though the same exact code was released under GPL later on. ID Software would have had to revoke original SDK license and re-license it under GPL. However, that would conflict with the released game binaries that are not GPL (whatever was on the disks / Steam). It's a clusterfuck.

So at this point the only viable option is for mod authors to release source code of their mods under GPL license. Most of mod authors don't care to do so.
Title: Re: Adding Coop to Doom 3
Post by: caedes on June 28, 2019, 08:47:02 PM
I don't think it's a problem if the mod authors relicense the changes they made to the SDK under GPL so they can be applied to the GPL code.
(And this actually is what I do when porting a mod: I do a diff between its source and the "pure" SDK without any changes and apply the resulting patch to the dhewm3 SDK)

But for this they have to:
* be reachable at all (unlike Sikkpin)
* release their source (if they haven't already)
* agree to put their changes under GPL

This has worked great for some mods (see https://dhewm3.org/mods.html), but not for any Coop Mod.

However, librecoop (https://github.com/Stradex/d3-librecoop/) looks pretty promising, the author regularly posts videos on Twitter: https://twitter.com/doom3coop/
I hope he'll be able to make this work reliably so we finally have an open source Doom3 coop mod that works with dhewm3 :)
Title: Re: Adding Coop to Doom 3
Post by: EoceneMiacid on June 29, 2019, 12:01:56 AM
As for Sikkpin.

If I understand correctly, the source code is out there, but the author isn't, so we can not get permission.

Now, assuming he uploaded the source voluntarily, why wouldn't he give permission? I know I'd much prefer see the fruits of my labor live on in mods instead of withering and dying.

I'd say that, as long as you properly credit Sikkpin and mention you'd like to get in contact so the permission thing can be worked out, you're ok, on an ethical level at least. You should only prepared to remove the code again in the improbable case Sikkpin steps forward and does not grant permission.
Title: Re: Adding Coop to Doom 3
Post by: caedes on June 29, 2019, 07:12:05 PM
No, I don't think it works like that.
Title: Re: Adding Coop to Doom 3
Post by: EoceneMiacid on June 30, 2019, 07:37:36 AM
IIRC there are a couple of Doom 3 mods out there with Sikkpin's code included, and nobody raised a fuss.

Title: Re: Adding Coop to Doom 3
Post by: caedes on June 30, 2019, 10:32:54 PM
None of those mods are under GPL.
Title: Re: Adding Coop to Doom 3
Post by: The Happy Friar on July 01, 2019, 12:20:09 AM
from sikkmod's readme & moddb page, it looks like he was encouraging other to use his stuff as a base for new mods.  based on that I don't see a reason to not use it.
Title: Re: Adding Coop to Doom 3
Post by: erickmxz on July 01, 2019, 01:04:27 PM
Librecoop is great!

I am testing now with two machines / players. The mod in Linux is playable at some level.
Some issues:

1. Monster's name appears with the name of the companion player.
2. Script animations and cinematics of the game runs with flaws, sometimes didn't happens. When runs appears independent of the player's movement.
3. Some triggers do not wake up, some doors remains closed.
4. Some entities like ammo, health packs, armor, spawns regular but not in sync between clients.
5. Events in the game are not in sync between players or clients.
6. We can hurt teammates even if si_teamDamage is set to 0
7. Voting Nextmap change the gametype to DM. The only way to change map is calling "Change Map" then chose a SP map.
8. Monsters models appears without head in the client machine.
9. The game ramdomly change the map/gametype or crash.

I understand this is a pre-alpha / tech demo mod, but is great because is opensource and we can help with it.

Let's work, this is amazing, don't worry about licensing, this is free software as free speech ;-)

https://www.moddb.com/mods/librecoop-dhewm3-coop
https://github.com/Stradex/d3-librecoop
https://github.com/Stradex/d3-librecoop/tree/Tech_Demo_1
https://www.doomworld.com/forum/topic/107146-librecoop-dhewm3-open-source-coop-mod/
Title: Re: Adding Coop to Doom 3
Post by: caedes on July 02, 2019, 10:51:26 PM
Quote from: The Happy Friar on July 01, 2019, 12:20:09 AM
from sikkmod's readme & moddb page, it looks like he was encouraging other to use his stuff as a base for new mods.  based on that I don't see a reason to not use it.
The thing is, under GPL one can use it in commercial games (as long as their code is also released under GPL, like motorsep's SteelStorm or the BLENDO games) - under SDK license that is not possible. So maybe he wouldn't approve that?

It's extra shit that doom3world is gone, IIRC he was still active there for a time after Doom3 was GPL'ed, maybe he even said something regarding using Sikkmod with GPL code - no idea..
(in the parts available on archive.org he didn't, but doom3world on archive.org is *very* incomplete so this doesn't mean anything)
Title: Re: Adding Coop to Doom 3
Post by: erickmxz on July 03, 2019, 01:27:58 AM
By the way, Stradex have updated the netcode of librecoop, once he get a good netcode then it will be able to start fixing some specific stuff. (The netcode improvement it's going to solve many random crashes).

I think the flaws in the animations and cinematics of the mod can be fixed by defining a temporary spectation mode  while running, then exit to normal mode to the last position of the players. Any more ideas?. Please developers, get in contact with the author to help improve the code, BFG developers and modders are also welcome ;-)

He replied me in his twitter account: "There shouldn't be any problem with GPL v3 license (the one I'm using for librecoop and default by Dhewm3 sdk)". So we can work without concerns in this fantastic opensource project & mod.

Quote from: caedes on June 28, 2019, 08:47:02 PM
However, librecoop (https://github.com/Stradex/d3-librecoop/) looks pretty promising, the author regularly posts videos on Twitter: https://twitter.com/doom3coop/
I hope he'll be able to make this work reliably so we finally have an open source Doom3 coop mod that works with dhewm3 :)
Title: Re: Adding Coop to Doom 3
Post by: Sradex on July 03, 2019, 09:20:57 PM
Hello, I'm the one working in Librecoop (I'm receiving some help from a member of IDTech 4 discord server with nickname fluffy boy). Just wanna let clear (is pretty clear at github but just ensure) that LibreCoop, by default because the Dhewm3 SDK, is GPLv3 licensed, so you can use it for whatever you want respecting the GPLv3 license.

Also LibreCoop idea is not 100% focused in Doom 3 campaign coop but mostly in Doom 3 coop game mode so anyone can use it as base for their mods or even standalone games using IDTech 4.
Title: Re: Adding Coop to Doom 3
Post by: erickmxz on July 05, 2019, 07:45:02 PM
Nice to meet you, great work!

Quote from: Sradex on July 03, 2019, 09:20:57 PM
Hello, I'm the one working in Librecoop (I'm receiving some help from a member of IDTech 4 discord server with nickname fluffy boy). Just wanna let clear (is pretty clear at github but just ensure) that LibreCoop, by default because the Dhewm3 SDK, is GPLv3 licensed, so you can use it for whatever you want respecting the GPLv3 license.

Also LibreCoop idea is not 100% focused in Doom 3 campaign coop but mostly in Doom 3 coop game mode so anyone can use it as base for their mods or even standalone games using IDTech 4.
Title: Re: Adding Coop to Doom 3
Post by: erickmxz on July 08, 2019, 04:13:55 PM
I highly recommend the librecoop mod, it would be good to try it on windows and linux platforms (32 & 64 bit), with your help some issues can be solved.