Simon Howard
Simon Howard
Can't end a game before it's started! I suggest a `NET_SV_SendConsoleMessage()` possibly followed by a `NET_SV_DisconnectClient()`. I'm slightly perplexed as to why the game hangs if the game settings are...
Yeah, I don't see why that would freeze the game though. Something seems odd.
Indeed, yes. The code to do this actually already exists but I had to disable it in c5defc73afb3cef52ab26 because it was too buggy. It should really be fixed and re-enabled.
How many versions of v1.1 are there? The change to PHILOSOPHY mentions "quite a few" suggesting more than two. If that's the case, how are we deciding that one is...
The main problem is that Chocolate Doom (currently) depends on SDL_net for networking, which doesn't have IPv6 support. I'd be in favour of dropping the dependency though and just using...
I think we have consensus on doing it - someone just needs to step up and do the work. Alternative would be to contact the SDL developers and see how...
> and another one for extern declarations to be implemented by a file that is chosen by platform (e.g. net_socket_linux, net_socket_win32, etc). This probably isn't necessary. The Windows sockets API...
Thanks for looking into this! I've left some comments on your PRs.
Medusa is essentially a buffer overrun. Normally reading into random chunks of memory would cause an immediate crash, but Doom allocates everything as a single block of memory (the zone...
~~Yes, that is pretty much exactly what @haleyjd's Medusa emulation code does, except that it reads from a large buffer filled with a simulated heap, rather than the actual heap.~~...