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[r278] Multiplayer doesn't work with more than 2 players

Posted: Fri Dec 26, 2008 1:47
by Agent ME
I'm not sure if this is gzdoom specific or not, as I can't run more than 1 zdoom/gzdoom-in-software-mode at a time on one computer and I only have 2 computers.

On my linux computer, I'm able to run any number of gzdoom instances at the same time. I can do a netgame with 2 (or multiple netgames each of 2 players), but I can't do a netgame with 3 or more players.
The host will start up normally, but all the clients start up with just a blank screen playing music and don't respond to any controls besides Alt+F4. On the host, the game is frozen, I guess waiting on the clients. The menu works mostly. If the host quits, then the clients will show a message that he quit, that all bots are removed (?) and that they are the new arbitrator. Blank other than that.

Sometimes the client just crashes after a bit of time being blank. I wasn't running a debug build so most of the log was useless, but it did say something about a "double free".

To make sure the problem wasn't caused by several running on one computer, I tried running 2 clients on one computer and hosting on another, or having a host+client on one computer and a client on the other computer; same results.

Posted: Sun Dec 28, 2008 23:31
by Graf Zahl
If I am not mistaken this bug has already been reported at the ZDoom forum.

Posted: Mon Dec 29, 2008 6:09
by Agent ME
... Can it really be the same as this? That's ... saddening if such a big glitch has been in zdoom since 2.2.0 and no one's noticed, but that doesn't sound right as I think I've played an older (but post-2.2.0) gzdoom netgame with 3 players. Maybe it only happens under certain conditions.
Guess I'll stick with skulltag for now for LAN.

Posted: Mon Dec 29, 2008 7:27
by wildweasel
This seems to be only on certain conditions, as I have had success playing 3-way online games between myself, Marty Kirra, and my older brother with no problems (aside from the occasional desync issue when playing with mods that have excessive randomness in them like Woolie Wool's Mutiny or Diazpatch - but that's for a separate bug report, and one that I don't want to post until I can track the source of it down).