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 Post subject: Doom 3 story maps in coop, everything is black.
PostPosted: Tue Feb 07, 2012 4:08 am 
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Something I've been meaning to ask for a while... I don't know if this is unique to the steam install or my friend's install specifically, but hey, I think it's worth bringing it up here.

When I load up reglar ol' doom 3's SP maps in multiplayer, they work fine for me. However, if my buddy tries connecting, everything's black. All he can see is emissive textures. As I understand it, the game isn't drawing lights for some reason... Is there a reason for this in the code somewhere? Test maps and DM maps work fine, for some reason only the singleplayer doom maps mess up like this. It's also the only problem we've noticed... We actually managed to get through part of the game by using the flashlight to move him around the levels. It was pretty fun, I'd have to stand near enemies with the flashlight to mark them and he'd paint them with buckshot, blindly.

Did any of the doom 3 coop mods run into this problem?

Also, at the folks using all the beautiful shaders and all in multiplayer... how exactly? I'm not going to lie, I haven't taken any coop mods apart to look, I'm mostly just curious about this bit.


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 Post subject: Re: Doom 3 story maps in coop, everything is black.
PostPosted: Tue Feb 07, 2012 5:08 am 
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Well, the default Doom3 1.3.1 build does NOT support cooperative gameplay.
This is where the various coop mod authors started synchronizing the SP Campaign content (maps/scripts, monsters etc) to make all those things work clientside for cooperative multiplayer.

In case with "beautiful shaders" you mean how to get the Sikkmod stuff to work in multiplayer the same rule applies. Sikkpin focused primarily on SinglePlayer when working on Sikkmod so it is not surprising if his code does not work or even crash in multiplayer. To get the desired features to work for multiplayer, the code has to be altered in order to be multiplayer clientside compatible.

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 Post subject: Re: Doom 3 story maps in coop, everything is black.
PostPosted: Tue Feb 07, 2012 11:29 am 
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Well, yes, I'm aware that the code must have been adapted to make this possible, I was asking what exactly were the changes brought, haha.

From what I know of the way sikkmod applies it's shaders, I think it's by using that one debug CVAR to test shaders, yes? That was the part that didn't work in MP when I tested it.

As for the everything pitch dark thing... I don't know about synchronizing events and such, but why are the lights not being drawn specifically? It's not just scripted lights, it's ALL lights, including the player flashlight. Only the surfaces that are emissive are visible.


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 Post subject: Re: Doom 3 story maps in coop, everything is black.
PostPosted: Tue Feb 07, 2012 1:33 pm 
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D3 requires everything to be told to work in MP, unlike Q1/2/3. However, I'd think the lights would still work in MP, I didn't ever try to load a SP map in MP. It shouldn't even have the deathmatch starts in them to let you load them up.

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 Post subject: Re: Doom 3 story maps in coop, everything is black.
PostPosted: Tue Feb 07, 2012 5:45 pm 
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@OliveD

The problem is, that the two major teams that released cooperative mods for Doom3, have still not released their codebase even though there hasn't been updates made to their projects within the last couple of years.

All efforts in convincing them to do so have failed so far and so I started a new Open Source Doom3 Coop coding thread which gives ppl, that want to start a new open source approach, all the tools required.

Link to the "The Doom3 Open Source Coop Coding Thread"

You can go there and get working with a codebase that provides basic clientside coop support and integrate/enhance it with your own source.

It never ceases to amaze me how consequently the majority of the d3w community simply ignores Doom3's multiplayer/cooperative capabilities and how little open source community content is being created in that direction, not utilizing this truly awesome aspect of the game.

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 Post subject: Re: Doom 3 story maps in coop, everything is black.
PostPosted: Tue Feb 07, 2012 6:30 pm 
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I'd say the lack of user ready content for D3 is partly relative to the number of users making content period. It's not Q1/2/3 where there were more coders and asset creators then there was web space to hold them. :( (I blame another part on the mentality of the game modification community in general, but it's still not many people using D3 in the first place).

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