There game has a cooperative play mode, with up to 16
players at the same time.
There is an interface to write described in sysnetw.h
The NET_ClientDriver : Defines some entries point of the
interface
The entries point are Initialize which initialize the
network engine.
The network engine then create a list of connection. A
connection is TCP/IP, Modem, IPX. I think just TCP/IP would
be fine.
After selecting a connection mode, the network needs to
create a list of session. If I remember, anybody can join a
network game at anytime. A session can be a list of server.
On DirectPlay, the server list is defined thanks to a 'GUID'
Finally, there a CreateNewSession (create a session) and
join Session. There is no 'dedicated' mode sadly.
When joining a session, a list of player can be retrieved.
Finally, there is the SendData / ReceiveData function for
sending and receiving data, and a Synchronise function
(don't know if it is used here).
The game was proven to work pretty well in network mode, so
if the
NET_ClientDriver is rewritten correctly, it should work fine.
There is a test in lt_menu.c line 1554
if ((g_SGSettings.GoToBrief!=2)&&(RLX.System.Id==RLXOS_WIN32))
The RLX.System.Id==RLXOS_WIN32 should be changed to, for
example || RLX.System.Id==RLXOS_LINUX in order to activate
the multiplayer menu within the game.
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Here some more information.
There game has a cooperative play mode, with up to 16
players at the same time.
There is an interface to write described in sysnetw.h
The NET_ClientDriver : Defines some entries point of the
interface
The entries point are Initialize which initialize the
network engine.
The network engine then create a list of connection. A
connection is TCP/IP, Modem, IPX. I think just TCP/IP would
be fine.
After selecting a connection mode, the network needs to
create a list of session. If I remember, anybody can join a
network game at anytime. A session can be a list of server.
On DirectPlay, the server list is defined thanks to a 'GUID'
Finally, there a CreateNewSession (create a session) and
join Session. There is no 'dedicated' mode sadly.
When joining a session, a list of player can be retrieved.
Finally, there is the SendData / ReceiveData function for
sending and receiving data, and a Synchronise function
(don't know if it is used here).
The game was proven to work pretty well in network mode, so
if the
NET_ClientDriver is rewritten correctly, it should work fine.
There is a test in lt_menu.c line 1554
if ((g_SGSettings.GoToBrief!=2)&&(RLX.System.Id==RLXOS_WIN32))
The RLX.System.Id==RLXOS_WIN32 should be changed to, for
example || RLX.System.Id==RLXOS_LINUX in order to activate
the multiplayer menu within the game.
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Also include co-op play if you can :)