Ultimate Doom - WINCE CDI AND GDI release by Laurent Comby (DC Preservation)

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Ian Micheal
Developer
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Re: Ultimate Doom - WINCE CDI AND GDI release by Laurent Comby (DC Preservation)

Post#11 » Fri Jul 01, 2022 9:35 am

CORE316 wrote:What Wads is possible?

PS1 Wads and 3DO Music?
Doom 64?

VMU Animations?
Doom Logo > Marine Face with various states regarding health like ingame.
Doom Logo > Health - Armour - Ammo , Like another build I have tryed.

Vibration Pack Function.

Just thinking out loud Dreaming lol Doom feels pretty solid on Dreamcast.


Hehe all good things it does have Vibration Pack Function. very good ones right now..
Right now chex quest works nice
IMG_20220624_201305.jpg

My good freind testing it..

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Ian Micheal
Developer
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Re: Ultimate Doom - WINCE CDI AND GDI release by Laurent Comby (DC Preservation)

Post#12 » Fri Jul 01, 2022 11:38 am

For future use networking is not enabled right now
This is win95 guide to this port





Code: Select all

7. Playing a network game

Okay, this is little different than a DOS Doom network game.
It's just like the Linux parameters, though.

What you want to do is create a shortcut to your game and
then change the parameters of your shortcut to include the
network commands on the command line.

The parameter to start a network game is "-net" (without the
quotes).  You then follow the -net command with the player
number your machine is going to be (1 to 4) and the IP
addresses or hostnames of the OTHER systems you will be
playing with. The IP addresses MUST be preceded by a period
".". If you leave off the leading period, the game will
think that the IP address is a hostname and try to resolve
it into an IP address (and die on you).

Sample command lines for two players would look like this:

machine 1: (hostname: rimmer IP address: 192.168.1.5)
windoom -net 1 holly -deathmatch -nomonsters
OR
windoom -net 1 .192.168.1.4 -deathmatch -nomonsters

machine 2: (hostname: holly IP address: 192.168.1.4)
windoom -net 2 rimmer -deathmatch -nomonsters
OR
windoom -net 2 .192.168.1.5 -deathmatch -nomonsters

In order to use hostnames rather than IP addresses you
must either have DNS setup or have a valid hosts file.

If you add a third or fourth machine to the game you need
to add the IP addresses of the OTHER machines to the
command line on each machine. You do not put your own
machine's IP address on the command line.  You also
do not put how many machines are in the game after the
-net command.  Only which player, out of the 4, you are.

The player numbers must be contiguous.  You can't have
players 1,2 and 4.  Also, one player MUST be player 1.
Player 1 is the KEY player and that machine coordinates
all the other systems.

The number of players in the game is determined by how
many IP addresses you put on the command line plus your
machine.

The command line on the KEY player's machine in a four
player game might look like this:

windoom -net 1 .192.168.1.3 .192.168.1.4 .192.168.1.5 -deathmatch -nomonsters
OR
windoom -net 1 cat holly rimmer -deathmatch -nomonsters

The other player's command lines in the same game might
look like this:

windoom -net 2 lister holly rimmer -deathmatch -nomonsters
OR
windoom -net 2 .192.168.1.2 .192.168.1.4 .192.168.1.5 -deathmatch -nomonsters

windoom -net 3 lister cat rimmer -deathmatch -nomonsters
OR
windoom -net 3 .192.168.1.2 .192.168.1.3 .192.168.1.5 -deathmatch -nomonsters

windoom -net 4 lister cat holly -deathmatch -nomonsters
OR
windoom -net 4 .192.168.1.2 .192.168.1.3 .192.168.1.4 -deathmatch -nomonsters

If you start a network game and the program appears to be
"hung" (black screen only), press and hold the escape
key for a few seconds.  The program will terminate. It
generates an error when shutting down but it doesn't
affect game play.  I should have that error figured out
soon.

I DO NOT know if the UDP datagrams used are robust enough
to allow this to be played over the internet.  My assumption
is that it would be but I don't know. I haven't tried it.

I have started up a four player game on my network and
played at all four stations. Response was good and play
appeared to be smooth.

I'd be interested to know if anyone is able to play this
over the Internet with all the problems that entails. I can't
because of my router.

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Ivan Guber
letterbomb
Posts: 156

Re: Ultimate Doom - WINCE CDI AND GDI release by Laurent Comby (DC Preservation)

Post#13 » Wed Jul 06, 2022 3:32 pm

Good port. The game runs well at 320x240 (30-40fps).

Tested Doom in 640x480 and it's runs 10-15 fps. Slower, but still playable.
https://vimeo.com/727504164

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Ro Magnus Larsson
Vagabond
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Re: Ultimate Doom - WINCE CDI AND GDI release by Laurent Comby (DC Preservation)

Post#14 » Wed Feb 22, 2023 11:30 am

fafadou wrote:Do you have compare this version with others ?
Still not find the good preset with dreamshell HDD for this version...

If I remember well it works with standard preset IN RD v3 with IDE HDD
Ro Magnus
Argentina.-

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-drez01-
Tank Jr.
Posts: 344

Re: Ultimate Doom - WINCE CDI AND GDI release by Laurent Comby (DC Preservation)

Post#15 » Wed Feb 22, 2023 12:02 pm

I thought RD and DS did not work with WINCEOS..

moi
blackout!
Posts: 143

Re: Ultimate Doom - WINCE CDI AND GDI release by Laurent Comby (DC Preservation)

Post#16 » Wed Feb 22, 2023 1:19 pm

-drez01- wrote:I thought RD and DS did not work with WINCEOS..

They do run from the hard disc, won't work on SD card though.

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