Posted by: PNill
« on: December 13, 2015, 07:11:04 AM »DAMN DUDE! Thats AWESOME! I knew multiplayer was still in there! I have a feeling you and i will become great friends. Turok Evolutions multiplayer is one of, if not the best Turok Multiplayer out there. There are alot of talented people on the forum here so they might help you if you want.
Split screen on PC would not be that bad asuming that the other player could use a controller if properly mapped, but online would be way better. I used to play this split screen on my Xbox with my brothers or friends.
So with the object data I have online should be entirely possible and I've made advancements in my skills since the first time I attempted it,
The first time I was using TCP which was already a no no, as well as a remote server relaying all the packets (Written in BASIC don't ask lol).
Long story short the original implementation that was buggy as all hell was before I knew a lot about game programming and the proper way to handle a lot of the stuff.
It's just I don't really recall how we fixed most of these bugs like the rendering issues and stuff, reverse engineering the rendering loop should be simple enough so disabling the 2nd player's screen shouldn't be a huge issue, I've already found structures in relation to the player's health, spawning and etc so actually spawning players via external code also shouldn't be very tough.
But fixing these graphic bugs are where I'm going to have problems to be honest which I think is where people on the forums will come in handy especially the guy developing the level editor as it's safe to assume he knows a ton more then me about 3D programming in general.
As far as actual split screen on PC there's still issues like the one shown in the image below that need to be overcome, but I'm pretty sure controller mapping wouldn't be too difficult from what I've seen looking at the files.
The only other thing I would have to determine is if the MutliplayerJoin.ati patches would still be required if a controller was properly assigned to the 2nd player, if it wasn't possible without the patch I would have to implement some strange hack to allow the 2nd player to switch weapons or fix the really screwed issues it has where it will knock you out of multiplayer or spam accept buttons and stuff.
But yeah when I first started working on this project in 2007 there seemed to be no one really interested in the development of it so we went quite our domain expired and we stopped development then in 2012 I lost my drives which had the original code and research/fixes on it.
