- Sep 22, 2020
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James R. authored
(ported 17f75903b029bbf01217153dc98009d305137c8f and 11ddcfa9a1f2311ec67377b76ed1160ef14b7f60)
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- Aug 08, 2020
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James R. authored
Each server in the server list requires a node. It's also MAXNETNODES-1 because the first node is yourself. (cherry picked from commit 1484f0484f6c22382b2cae955a93c01f83d54655)
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- Jul 19, 2020
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SteelT authored
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- May 28, 2020
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LJ Sonic authored
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- May 24, 2020
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James Hale authored
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- May 20, 2020
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LJ Sonic authored
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- May 18, 2020
- May 17, 2020
- May 16, 2020
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LJ Sonic authored
This code uses a custom packet acknowledgement system, which is more suited for file transfer and does not suffer from the small sender window used by the default acknowledgement system
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- May 14, 2020
- Apr 24, 2020
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LJ Sonic authored
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- Apr 13, 2020
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James R. authored
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- Mar 19, 2020
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LJ Sonic authored
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- Mar 02, 2020
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LJ Sonic authored
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- Feb 22, 2020
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LJ Sonic authored
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- Feb 19, 2020
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James R. authored
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- Jan 22, 2020
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LJ Sonic authored
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LJ Sonic authored
This is accomplished by simply preserving the player's body after disconnecting. Bodies will despawn after the number of minutes specified by the "rejointimeout" console variable (float). A value of 0 disables the feature completely. Clients rejoining are identified by their IP address, and may rejoin even if the server is full or joins are disabled, for as long as their body remains. From a technical standpoint, when the user disconnects, the player they were controlling does not leave, the underlying player_t just keeps working normally, except it does not receive any input anymore. When the user reconnects, they are simply "relinked" to their player_t. Those "soulless" players can be identified through their "quittime" field, which is the number of tics elapsed since the user disconnected, or zero if still connected. "quittime" is exposed to Lua.
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- Jan 13, 2020
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James R. authored
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- Jan 12, 2020
- Dec 31, 2019
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James R. authored
PACKETVERSION 1
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- Dec 26, 2019
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James R. authored
You get a PACKETVERSION, for when some packets change format. You get SRB2APPLICATION, for when you have big fucking mod.
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- Dec 06, 2019
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- Nov 30, 2019
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sphere authored
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- Nov 18, 2019
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- Nov 15, 2019
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Lactozilla authored
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- Oct 23, 2019
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James R. authored
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- Oct 19, 2019
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LJ Sonic authored
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- Oct 17, 2019
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Monster Iestyn authored
Fix sprite-related console errors that occur in netgames whenever the game attempts to synch the player's state. Turns out the code was using P_SetMobjStateNF to "fix" the player's state ...which got things all wrong, lol.
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- Sep 07, 2019
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toaster authored
* Store gravflip (resolves #206) and destscale in starposts. (Using the same field, taking advantage of the fact that object scale will always be positive!) * Update the function signature of P_MixUp to accomodate both it and drawangle instead of doing it outside of the function. * If the player is spawning from the start of the stage and it's from the ceiling, be in fall frames as requested (resolves #191).
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- Aug 27, 2019
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- Aug 26, 2019
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James R. authored
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- Aug 17, 2019
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James R. authored
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- Jul 15, 2019
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James R. authored
Someone thought it was a good fucking idea to make logins NetXCmds. NetXCmds are sent to everyone however. Thankfully logins are two passes. And the second pass uses a salt based on the playernum. Therefore, in order to actually make use of the final hash, you'd have to be the same playernum as who originally sent it. Still a stupid exploit. P.S. The netcode is LOL XD by VincyTM -Telos
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- Dec 16, 2018
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Marco Z authored
Addons menu See merge request KartKrew/Kart!8
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- Dec 14, 2018
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Monster Iestyn authored
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