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Adding Coop to Doom 3

Started by VGames, June 17, 2015, 01:38:47 PM

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motorsep

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.

VGames

#31
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?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

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.

VGames

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.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

motorsep

#34
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).

erickmxz

#35
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 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 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 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", it seems was released yesterday by Doommarine_maxi. The code is on github.  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)".


erickmxz

#36
Here I found an article, 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.

caedes

#37
@erickmxz: do you know about dhewm3 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.

The Happy Friar

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. 


caedes

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 :-/

The Happy Friar

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.

motorsep

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

erickmxz

#42
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  ;)

motorsep

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.

caedes

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 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 :)