Sliver-X Posted December 23, 2022 I've updated this to v1.1, which is mostly technical fixes as well as proper NERVE.WAD support. 0 Quote Share this post Link to post
xX_Lol6_Xx Posted December 23, 2022 9 hours ago, Sliver-X said: Windows only: Won't work even under Wine due to WinAPI calls used for window handling, but it should run on any PC/Server version of Windows from XP to 11 without issues. Sad, I really wanted to give this a shot in Artix, but oh well. Hope this project grows up :'> 0 Quote Share this post Link to post
Sliver-X Posted December 26, 2022 I've put out what I hope is the final version, v1.2. See the initial post for changes and the download link. Thank you to everyone who gave me bug reports. 3 Quote Share this post Link to post
SyntherAugustus Posted December 26, 2022 (edited) This is so great! Thanks for taking the time to doing this. If it all possible can we define the data directories for iwads and pwads in the future? I don't mind duplicating my wads for this, but I have everything already organized for another launcher. Edited December 26, 2022 by SyntherAugustus 0 Quote Share this post Link to post
Sliver-X Posted December 26, 2022 (edited) You're welcome, I'm glad others are finding it useful. I'll add a tab for configuration like that if I ever continue working on it, but for the time being, you can manually edit these sections in %APPDATA%\LZSplitDoom\player1.ini: [IWADSearch.Directories] [FileSearch.Directories] The first line under each is always updated to the path of the DATA folder located in the launcher directory when a game is ran, but any lines below it aren't touched and will be persistent unless the INI file is deleted. You can also invoke the launcher purely from a command line, so you could theoretically chain to it from other launchers, like: "C:\Program Files\LZSplitDoom_v1.2\LZSplitDoom64.exe" -split=vertical -iwad D:\DOOMWADS\doom2.wad -file D:\DOOMMODS\brutaldoom.pk3 Edited December 26, 2022 by Sliver-X CLI Example 2 Quote Share this post Link to post
baja blast rd. Posted December 27, 2022 Cleaned up some of the latest G-Force spamming. He got a warning for this posting (and not-reading) style but seems to have ignored it, and added in a bit of trolling, so that's now a one-month tempban. 7 Quote Share this post Link to post
Sliver-X Posted January 1, 2023 (edited) I've been working on this for a few days and basically ended up rewriting most of the launcher: It should be a much better program now in all regards. It now supports Strife (DM only: The Strife CoOp mod requires a newer GZDoom codebase than what LZDoom is built on), save game loading, the ability to define the WAD folder it searches for things and a bunch of other small fixes to the GUI. The original post has been updated with a download link. Edited January 1, 2023 by Sliver-X 2 Quote Share this post Link to post
J-Force1989 Posted January 1, 2023 i tried your source port it's cool... but theres some problems both keyboard and controller control player 1 not player 2 also when i go to click on player 2's screen to try and config some sort of controls player 1's screen freezes and other way around smaller problem the weapon sprites are really small why? any way to fix these things ? 0 Quote Share this post Link to post
Sliver-X Posted January 1, 2023 (edited) Hi G-Force: Aside from the really low effort sockpuppet account name differences, you used PengOil when posting to my Youtube channel recently and after looking at your post history here it's obvious who you are. This isn't a source port, rather a highly specific front end to one. I am bound by the limitations of LZDoom for a lot of this. I'll say it again: Read the Readme.txt file I made for this. If you had done that, or even bothered to read the direct answers I gave you in this thread already, you'd know Question 1 is stepping outside how this setup works (It's doable, but would require manual INI editing to pull off which I'm not going to go into), and that Question 2 is irrelevant since no changes made in P2-P4's running instances will survive on next run. Question 3 is an FOV problem with whatever resolution the instances are being split into on your primary display, so you need to adjust the FOV in P1's menu/config file to compensate. Or you could even change how the engine does scaling entirely from within P1's config. Edited January 1, 2023 by Sliver-X 0 Quote Share this post Link to post
Sliver-X Posted January 5, 2023 I've updated this to v1.4, which is a huge improvement both technically and functionally. v1.4 ~~~~ 1) Custom Game Template support: Add any game/mod via simple to make INI files. 2) Added Strife Coop support. 3) Added Square's Adventure and Harmony. 4) Greatly expanded Readme. 5) Code cleanups/optimizations. 6) Restructured config/save logic. 7) Fixed typos. 8) Added documentation for bundled games. Updated source code is included. 5 Quote Share this post Link to post
alexa654 Posted March 21, 2023 you have no idea, i no longer have to use the unity port for splitscreen, this is a blessing 3 Quote Share this post Link to post
Sliver-X Posted March 22, 2023 (edited) I'm glad people are finding it useful. Please let me know if you run into any problems with it and I'll fix it ASAP: I've used it to go through dozens of Doom mods and most of the original idTech 1 games with my son since I made it and haven't run into anything yet, but you never know. Edited March 22, 2023 by Sliver-X 0 Quote Share this post Link to post
alexa654 Posted March 22, 2023 4 hours ago, Sliver-X said: I'm glad people are finding it useful. Please let me know if you run into any problems with it and I'll fix it ASAP: I've used it to go through dozens of Doom mods and most of the original idTech 1 games with my son since I made it and haven't run into anything yet, but you never know. personally i just want 3 player support, so there isn't one player left inactive 0 Quote Share this post Link to post
PITTSBURGH PENGUINS Posted April 29, 2023 Hey Sliver X , your thing has a problem , I can't use Cheat codes :( No matter what I do no matter what parameters I put in I can not use any single cheat code ... Is there any way I can ? 0 Quote Share this post Link to post
Arrowhead Posted May 14, 2023 I just wanted to say thanks! This program is just what I was looking for. It is a lot of fun to be able to play DM/co-op this easily w/ my brother. Had a slightly hard time adding custom maps at first, but I figured it out. The GUI looks great, btw! Great work. :) 1 Quote Share this post Link to post
Sliver-X Posted May 21, 2023 (edited) You're welcome. Please let me know if you find any bugs/etc, or even just have general questions about its usage. Edited May 21, 2023 by Sliver-X 1 Quote Share this post Link to post
Sliver-X Posted July 7, 2023 (edited) An update: v1.5 ~~~~ 1) Tri-Split mode added. 2) Added Doom 64 Retribution data files and special handling for its soundfont. 3) Implemented mechanism to prevent loading of save games made with different number of currently selected players. 4) Added Delete button for saves. 5) Improved documentation. I've updated the download link in the inital post of this thread. It's been tested pretty thoroughly but please let me know if there are problems. Edited July 7, 2023 by Sliver-X 5 Quote Share this post Link to post
taufan99 Posted July 9, 2023 On 7/8/2023 at 2:46 AM, Sliver-X said: Doom 64 Retribution Oh wow I'll let the likes of @Nevander, @Immorpher, @Jetx_121, and others know about this! We D64 folks would like to have more multiplayer chances, and this looks like a very pleasing one to test. 1 Quote Share this post Link to post
Sliver-X Posted July 10, 2023 (edited) Doom 64 - Retribution has no DM starts defined, so it's co-op only unfortunately. The GUI will disabe the COOP/DM selector after setting it to COOP when D64 is selected but you can try forcing it with the -deathmatch switch and it'll just crash outright due to this. Edited July 10, 2023 by Sliver-X 0 Quote Share this post Link to post
Immorpher Posted July 11, 2023 On 7/7/2023 at 3:46 PM, Sliver-X said: An update: v1.5 ~~~~ 1) Tri-Split mode added. 2) Added Doom 64 Retribution data files and special handling for its soundfont. 3) Implemented mechanism to prevent loading of save games made with different number of currently selected players. 4) Added Delete button for saves. 5) Improved documentation. I've updated the download link in the inital post of this thread. It's been tested pretty thoroughly but please let me know if there are problems. Woah it can load in soundfonts? We've been dreaming about this for GZDoom for a while (since D64 uses a custom one). Maybe it could do multiplayer with this multiplayer fork of retribution? http://sfjake.infinityfreeapp.com/doom64.html?i=1 0 Quote Share this post Link to post
Sliver-X Posted July 11, 2023 (edited) Yeah, the FluidSynth MIDI engine supports SF2 patch sets. I named Retribution's SF2 file to DOOMSND.SF2 (The default one that comes with LZDoom) and the launcher edits [SoundfontSearch.Directories] in the config at runtime to point to where this resides, and reverts it to normal for any other game. Thanks for the link: I'm actually using LZSplitDoom to go through Doom 64 with my kid right now, so I'll be checking it out after I post this. If I can get Doom 64 DM support working as expected I'll update the program. Edited July 11, 2023 by Sliver-X 1 Quote Share this post Link to post
Individualised Posted July 11, 2023 Is DOOM CE compatible with LZDoom? That's better than Retribution if so. 0 Quote Share this post Link to post
tacticalc Posted July 12, 2023 On 12/26/2022 at 2:43 PM, Sliver-X said: You can also invoke the launcher purely from a command line, so you could theoretically chain to it from other launchers, like: "C:\Program Files\LZSplitDoom_v1.2\LZSplitDoom64.exe" -split=vertical -iwad D:\DOOMWADS\doom2.wad -file D:\DOOMMODS\brutaldoom.pk3 Heya Silver, Is there a specific launcher you have been able to successfully chain launch it from? The couple I have tried don't allow me to put the -split parameter at the front off the command so it doesn't see it. If I try to create a .bat with the -split defined, then user the launcher for the rest other -iwad and -file parameters fed from the launchers don't seem to make it through. How have you done it? 0 Quote Share this post Link to post
Shepardus Posted July 12, 2023 26 minutes ago, tacticalc said: If I try to create a .bat with the -split defined, then user the launcher for the rest other -iwad and -file parameters fed from the launchers don't seem to make it through. In case you didn't know, you can use %* in a batch file to insert all the arguments passed to it, e.g. from your launcher. 1 Quote Share this post Link to post
tacticalc Posted July 12, 2023 20 minutes ago, Shepardus said: In case you didn't know, you can use %* in a batch file to insert all the arguments passed to it, e.g. from your launcher. I did not know that but tossing that into my batches worked perfectly. Thanks a ton Shepardus! 1 Quote Share this post Link to post
Nevander Posted July 16, 2023 On 7/10/2023 at 2:04 PM, Sliver-X said: Doom 64 - Retribution has no DM starts defined, so it's co-op only unfortunately. I'm adding DM maps to 1.6. Eventually. 0 Quote Share this post Link to post
Jetx_121 Posted July 16, 2023 (edited) On 7/10/2023 at 12:04 PM, Sliver-X said: Doom 64 - Retribution has no DM starts defined, so it's co-op only unfortunately. The GUI will disabe the COOP/DM selector after setting it to COOP when D64 is selected but you can try forcing it with the -deathmatch switch and it'll just crash outright due to this. we can always port/make DM maps ourselves one of the D64 Reloaded DM Maps in action (on a zandronum port of Retribution i found and i've been working recently to add deathmatch content) Edited July 16, 2023 by Jetx_121 typo issue 1 Quote Share this post Link to post
Faceman2000 Posted October 30, 2023 Sorry for the bump! This is awesome and my brothers and I have had a lot of fun with it. Is there a command line code to set ammo and items to respawn when playing coop? 0 Quote Share this post Link to post
Sliver-X Posted October 31, 2023 (edited) Adding +sv_itemrespawn 1 to the command line may work? I can't test it currently, but I seem to recall using that with ZDoom back in the day, at least. Edited October 31, 2023 by Sliver-X 0 Quote Share this post Link to post
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