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READ THE RULES


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Last thread here >>176775 https://web.archive.org/web/20231126140709/https://zzzchan.xyz/v/thread/176775.html hit the bumplock limit a few days ago and is one post away to hit the reply limit. Given how we've had 3 consecutive weekends worth of videogames to some extent it's crucial to create thread here and now to keep the ball rolling.

Now that I've got that out of the way, in hindsight, what the fuck happened to gamenights in Sleepy? Looking back on the archive, to the few catalog pages saved from 2020:
<GAME NIGHT VOTE/PREPARATION THREAD >>1004, ran from September/October 2020 until February/March 2021 (~5 months), saw at least 12 gamenights in that period of time judging by catalog screenshots and discounting gimmick threads and static servers
<Game Night Organization Thread >>176775, has run from November 2022 to November 2022 (1 year), has seen 10 gamenights in that timeframe, 4 of these being in December last year and 3 of them being this month
I know the coronahoax was hot in between 2020-early 2022, but that's no excuse for the gamenight drought we've been suffering this past year. For comparison, just as a reminder for how gifted this site used to be a few years ago, in that Autumn 2020-Winter 2021 timeframe it saw gamenights for:
>JKA
>Co-op campaigns for Doom, Sven and DX
>SRB2K
>Mechwarrior LL
>S4 League
>Empires
>Dystopia
>Joint Ops
>AI War
Just in that small period of time, and that's ignoring the more niche shit like the GBA Mednafen autism, the netplay Pokemon Stadium 2 fuckaround, that Vintage Story server, the Soku tournament, the Wurm saga or those gimmicky Doom WADs that were run from time to time.

Seriously, what the fuck has happened? Did all the hostfags vanish into thin air? Did they all quit the Internet for the remainder of their lives? Did they get a life? Do the only faggots remaining here think dedicated servers are black voodoo magic and their moms will die in their sleep if they learn to fucking host? Are >we going to get our shit together and put together a bunch of fun games on the weekends for old time's sake, or are gamenights as a concept as good as dead?
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Speaking of videogames, I had an SRB2K server working to some extent, problem being it couldn't load custom characters any farther than the first 3 set in kartserv.cfg.
Any past SRB2K host here? What should I do to fix the issue? It won't load any racing tracks either other than the regular ones. I know I hate the faggotry that's embedded in this game and the people who play it but it'd be arguably fun to play it with anons again.

Moreover, what happened with >>225481 here? Have you got your Sven server running yet, anon?
I hope we'll get Dark Messiah and JKA this December like the last year, best gamenights ever.
Replies: >>225911 >>226425
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>>225907 (OP) 
>Seriously, what the fuck has happened? Did all the hostfags vanish into thin air?
I can actually give some context for this! You see, about a quarter of those was a certain individual who stopped hosting in order to create and maintain a thread about a certain MMO. Let's call it [name expunged]. 

So when this individual stopped hosting games in favor of keeping an MMO thread going, he thought to himself - "oh fuck, these guys already had no players, if I don't step it the fuck up, people will sense that the jig is up and leave". But he couldn't do anything because the MMO took up too much of his time - there wasn't any room to quit in any case. In the end, that mystery person got burned out out of that MMO and quit, twice in a row in fact. It (probably) took him about a year to do that? Who knows in any case.

So naturally, when the game nights died down, the people who played games started to be outspoken. And it's not like it's easy for other people to host games, given that most hold a job of some kind and thus are crippled in terms of free time. So people wouldn't host things for a while.

Ah, here are the games that dude hosted.
>Sven Coop
>Empires
>Dystopia
>Neotokyo
>AI War
>KF
>GBA Mednafen autism
>Dark Messiah MP
>probably some of others I can't remember

In any case, he's probably coming back soon, so do not worry about any of that nonsense. This is simply to put that topic to rest before everything. Now then, would any of you like AI War next weekend? It could be pushed back if any of you would like it.

>>225910
JKA has priority, please remind me which slot they have.
Replies: >>225915
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>>225911
>that smarmy typing style
>lemme tell you the story of Mr. Gamenight himself that's (Me) [NAME REDACTED]
>this guy's a VIP, very important user and unlike (You)
>hosting is bury SRS BSNS no one else on this board can do it but (Me)
>so uh, you faggots owe me every gamenight on this site
>nuthin personnel kid
>P.S. suck my dick, all of (You)
>a fucking neptunia image
If this is not enough for every user on this board to host 10 different games each to spite you this site's userbase is truly braindead.
Replies: >>225916
>>225915
isn't that the point
Replies: >>225919
>>225916
>isn't that the point
Maybe, but trying to rile up faggots here's pointless once you realize how hopeless most of these >people are. They don't give a shit, and won't host shit even if their lives depended on it.
Replies: >>225922
What ever happened to that karts server?
>>225919
even so, the effort is worthwhile, and even if you are correct, it's you that's likely to give a shit in that case because you responded
in any event, if you happen to try to set something up and run into technical problems, post ITT about it.
Replies: >>225929
What's a good vps provider to use? Digital ocean any good? Or should I just do amazon?
Replies: >>225929
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>>225922
>if you happen to try to set something up and run into technical problems
I did, and I've already made a post about it >>225909. Have you hosted SRB2K before?
>>225923
From my experience BuyVM's alright. Ping's acceptable on NY servers when playing as yuro and the VPS plans are affordable. Should be good in spite of the lackluster HDD storage size (40GB for the $7 plan). Some faggot suggested Linode, PFCloud and Vultr so you'd want to check those out as well.
>>225929
>Have you hosted SRB2K before?
No, I'm sorry. That was someone else. People should be able to respond, so.
>BuyVM's alright
I think sportschan uses it, so I'll agree here.
Replies: >>225938
>>225929
I'll take a peek.  I work some of the weekend which has prevented me from hosting in the past, but getting a vps and just letting it run shouldn't be an issue for most games. I want to make sure the geographic location works out for Eurofags too.
>>225929
>>225931
BuyVM seems like an OK value. Best prices too. Online reviews arent bad, I'll probably go with them. That should host everything from source games to karts. Won't be until later today I pull the trigger on it but the price is right.
>>225909
The only reliable way I know of to load a ton of wads is on the command line i.e. -file wad1.wad -file wad2.pk3 etc. etc. I had a batch script doing it when I was testing.
You can do it in the cfg but it's wonky as fuck, every few addfile wad you have to do a wait and chances are that it will break anyway.
Keep in mind there is a max wad and character limit, although 1.6 doubled it (again).
Replies: >>225992 >>226075
>>225909
>>225969
Actually I looked at my script and it's -file "wad1.wad" "wad2.pk3" "wad3.wad" etc.
You probably want a bash script but this is the general idea:
@echo off
setlocal EnableDelayedExpansion

cd addons
for %%f in (*) do (
	set wads=!wads! "%%f"
)
cd ..
start srb2kart -dedicated -file %wads%
Replies: >>226075
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For the next guy who runs a mednafen weekend, you can actually run more than one copy of a game at the same time on the same server. Before you /connect to the netplay server you have to set a game key with /gamekey; this gets hashed with the game ROM to match you with other niggers playing the same game.  This means you can host as many players as you need to, just post a gamekey in the thread if there are enough lurkers in the "default" (null gamekey) session.
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>>225969
>>225992
>a bash script
That's something I haven't learnt to do yet.
From what I've read in your example, your code tells the command prompt to enter the addons directory, read the .wad/.pk3 files inside, then return to the parent directory and start the program.
What I don't understand, what is that loop meant to do? Is wads a variable with multiple values? What are the exclamation marks and the quoted %%f meant to represent?
Other than the last line being an obvious stand-in for the Wine line starting the program, is your code meant to work or is it gibberish for illustrative purposes?
Replies: >>226078 >>226079
>>226075
His code is a complete script for Windows cmd, not bash.
"%%f" is is the variable that represents the current item in the for loop, surrounded with double-quotes so it can expand without running into issues with file names.
The exclamation points are used to reference and expand the 'wads' variable. It's used here to add each file to the wads variable in sequence to make a one-line list of the files.

https://ss64.com/nt/for_f.html
>>226075
You got it. It's retarded batch syntax shell scripts are better but not great either. %%f is the file name in the current loop iteration. Exclamation marks are required in the loop to evaluate a variable on execution instead of when the script is parsed. What it does is simply appending the %%f variable to the wads variable over and over. The "start" command runs a program and then exits, it's only there because srb2kart spawns its own console on windows.
>wine
No reason to use wine, just get the native build.
This should probably work on ganoo/loonix:
#!/bin/bash
cd addons
for file in *; do
	wads="$wads \"$file\""
done
cd ..
srb2kart -dedicated -file $wads
Also don't forget to put kartspeed 2 in the cfg. The only mod I'd say is mandatory is restat but other than that I don't really care. I could upload the collection I ended up with when I was experimenting if you want most if not all of the wads from previous game nights should be in there.
Replies: >>226141
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>>226079
>just get the native build
I thought you were saying there was a prebuilt binary somewhere on github. I knew there wasn't one, that's why I didn't bother building from source before.
I've tried using the source code as well your batch file and it can find all of the files alright, problem is it can't read any of them for unknown reasons.
Loading "KC_Cirno_ver1.pk3"
ERROR: Can't open "KC_Cirno_ver1.pk3"
Errors occurred while loading "KC_Cirno_ver1.pk3"; not added.Code's the exact same, only it uses ./srb2kart instead of calling for srb2kart. What could be happening here?
>also don't forget to put kartspeed 2 in the cfg
In the .cfg file? I didn't know about that. That's the highest racing speed right?
Replies: >>226197
Due to various circumstances, I won't be able to host thing this week or the next. FUCK
Replies: >>227205
>>226141
I thought a few distros had srb2kart packages but apparently they don't anymore?
>error
Seems like the linux build only looks in ~/.srb2kart subfolders. Easiest fix would be to move the wad folder there and symlink it for the script I suppose.
>>226141
>In the .cfg file? I didn't know about that. That's the highest racing speed right?
Yes, kartspeed 2 = Hard.
Replies: >>226258
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>>226197
>seems like the linux build only looks in ~/.srb2kart subfolders
And it does. The script will not work regardless, and from what I can tell the only way I'll have to add addons is to type them manually in console.
I think I'm going through and hosting karts this weekend, considering if not we'll have to do with >>226247. Can you remind me which was the track with the tranny flags and what mappack contained it?
Replies: >>226378
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The SRB2K server seems to have loaded all racers and tracks, and restat seems to work properly. Problem is, since the script that automates adding them on startup doesn't work I can't afford to restart the server to add more shit in if I had to.
In order to connect to the server you'll need to download all the server addons from here: https://pixeldrain.com/u/f7t9i3Zv then create a folder in the game's directory named addons/ and unzip the contents inside.
I need to try out the server first before I make the OP. If someone here's dilligent enough to try it out here's the game's github page with its download link: https://github.com/STJr/Kart-Public/releases/tag/v1.6 as well as the server's IP that's 198.98.58.112.
Replies: >>226276
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>>226275
Activate it.
>>226258
Okay, this is fucked up and maybe someone more experienced with shell scripts can tell me why the fuck the script breaks filesearch().
Meanwhile, here's the nigger rigged version (also restarts automatically if it crashes):
#!/bin/bash
cd addons
for file in *; do
	wads="\"$file\" $wads"
done
cd ..
echo ./lsdl2srb2kart -dedicated -file $wads > launch.sh
chmod +x launch.sh
while true
do
	./launch.sh
done
Tested in a VM, works as expected even loading wads from ./*/
Replies: >>228152
>>225910
JKA should be every Christmas like it used to be.
Replies: >>226949
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Is the FEfag still around here? If no one else's planning anything I wouldn't mind spending a weekend playing through a Fire Emblem campaign.
As long as you make a thread a few days in advance and stop pulling retarded stunts like >>225696 I'm all for it.
Replies: >>227205
>>226425
Any hostfag willing to handle that? The files should still be in the archived thread from last year.
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Why's it always got to be an fps?
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>>226950
>relatively easy to set up serverside
>most run natively on PC
>can support +16 players
>decent to great netcode
>controls everyone should be familiar with
Fags can complain all they want about tryhards on FPS but the player gap's not as large as it could be in an RTS, a fighting game or other games with more obtuse controls and/or steeper learning curves.
Besides, last two gamenights, if SRB2K actually worked, weren't FPS games.
Try hosting yourself and see what you can come up with.
>>226950
JKA is not an FPS dumbass.
Replies: >>227161
>>226950
Good point. Why don't >we play an RTS like Age of Empires or OpenRA? That'd be fun. 
>>227150
I'd say that technically it's an FPS/hack'n'slash hybrid.
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Why can't we play EDF, monhun or something nice instead of all these games that look the same
Replies: >>227173
I vote for the original Day of Defeat. Preferably a map with the German paratroopers on one side, so the FG-42 becomes available
Replies: >>227164
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>>227163
how about action half life?
Replies: >>227174
>>227162
>limited to 4 players maximum
You're more than welcome to try getting something started.
>>227164
My last hazy recollection of AHL was that it had potential, but wasn't quite as fun as Action Quake 2. Half-Life Opera or especially Specialists might also be worth checking out.
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>>227161
Age of Empires II or OpenRA sounds fun, or even supcom, but i think this last only allows 8 players.
Replies: >>227195
>>227161
Why not something like OpenRA: Combined Arms?
Replies: >>227195
>>227161
>>227182
>>227190
I haven't laid a finger on an RTS in my entire life, but if one of you niggers manages to get a lobby working I'll join in regardless of how hard I'm physically removed in-game, whatever game it is. Really, I just want to play videogames.
Replies: >>227198
>>227195
OpenRA is free in its website, and with supcom i can pass the torrent. Those old RTS work on LAN, so we need RadminVPN to play. (openra support internet network tho)
Replies: >>227430
>>226947
dr pavel
im >>226174
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>>227198
>with supcom I can pass the torrent
Well? I wouldn't mind playing some SupCom this weekend, for instance. Are you passing the torrent?
It's somewhat late to make a thread, but considering it's only 8 player max. it shouldn't be an issue to reach that max player count, planning ahead be damned.
Replies: >>227432
>>227430
the torrent: 69971c86281a8422887f2bd7c18d853e608c814f

Should i create a thread?
Replies: >>227433
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>>227432
>should I create a thread?
Replies: >>227497
>>227433

is here >>227495
Replies: >>227509
>>227497
 i forgor the tittle >>227507
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Is anyone planning something for the weekend? I know >>227507 exists, but no one seems interested in playing judging by the lukewarm response nor do I know how to play an RTS game.
There were a lot of faggots ITT saying to not play FPS games but those same people don't seem to be the same faggots who show up on gamenights.
Should I try making a thread for another game? The RTSfag gave me an idea for another game to use Radmin on, and since it's only 4 players max there could be people on both threads.
Replies: >>227717 >>227731
>>227709
just do it
Replies: >>227755
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>>227709
RTSfag here, in first place i was going to made a thread for old LAN games, like swat4, heroes of might an magic 3, cs 1.6, warcraft 3, diablo 2, quake 3 arena, rise of nations etc.. But most of them are RTS, that's why. So i am very insterested in that.
Replies: >>227732
>>227731
that monster flavor sucks
Replies: >>227733
>>227732
Still a better flavor than the white one that tastes like cough syrup.
Replies: >>227734
>>227733
most of them taste like cough syrup
all energy drinks sucks, that shit gives you diabetes
Replies: >>227738
>>227735
there are a million things that can give you diabetes, drinking too much water can kill you as well, eating or drinking things in moderation won't hurt anyone
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>>227717
>just do it
oggeï :--DDDDDD
Before I make the thread though I'd like to try out whether shit works or not. Here are the instructions in the OP if someone wants to help me out:

<How to set up the game:
>download the game from the following torrent: zbzlinfnhxoaopcunbztwibubjij6s2d look up some random magnet then fill out the blanks if you don't know what to do with this string
>after you've installed the game, download the latest SS2Tool version here: https://www.systemshock.org/index.php?topic=4141.0 then copy the executable to the game's root folder
>inside SS2Tool's wizard, do not forget to check the multiplayer component inside Game Options, as shown in the image
Since I don't trust this game to not desync over the most minor thing I'd recommend everyone to use the same components as I've used:
<Enable multiplayer (Game options)
<Limit GPU (Game options)
<Enable weather (Game options)
<Multi sampling (Game options, it's antialiasing, I haven't checked it but I don't think it's cause anyone to desync if he enabled it)
<Mod manager
>download Radmin from the following link https://www.radmin-vpn.com/ then install it and run the client
>join the network: Sleepyshock, pw H4ck3rM4n_n4h
That's all there is to Radmin, you don't need to click on anything else on there.
>inside the game, click on Multiplayer -> Join a game -> Next then enter the Radmin channel's IP when asked for an IP address
>>227755
>didn't even mention the game
It's System Shock 2 we are hopefully playing.
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I'm AFK at the moment, so if anyone's been able to join please post a screencap and remove the IP address from the image.
>>227755
Well? Has anyone tried it?
Replies: >>227803
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>>227797
Can't try since Radmin doesn't work under Wine
Replies: >>227806 >>227807
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>>227803
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>>227803
>Radmin doesn't work under Wine
At this point might as well desist trying to host the game since all the faggots who tend to join the weirder games are penguins.
Alight, I give up on trying to host SS2 co-op.
Replies: >>227809
>>227807
The thing is that SS2 is not random plays, but a long playtrought. So it requires lots of hours, which i have, but i am lazy.
>>227755
>radmin
Why are you fags suddenly using this butthole backdoor? If you want to do that with your friends, sure why not, but asking anons to connect to a virtual LAN with a bunch of complete unknowns is a big ask.
You're already using Direct IP, just do it properly i.e. forward the relevant ports and post the IP.
Replies: >>227946
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>>227926
Isn't the idea of Radmin to be able to play LAN games without hosting a LAN party? How are you playing these then, if not with a similar program?
>direct IP
Come to think of it, the game does allow you to connect through the Internet instead of LAN. However, I'd be retarded to post my computer's IP directly on an imageboard, and given how unstable the game is, using a VPN would be suicide.
Is there any way to use a dedicated server to work as a VPN, so everyone would connect to the server instead of handing each other their IPs? Doubt it'd be worse than barebacking the game, even if ping would be higher.
Replies: >>227964 >>227975
>>227946
>However, I'd be retarded to post my computer's IP directly on an imageboard, and 
you're clueless lel
Replies: >>227970 >>227975
>>227964
>you're clueless
Maybe. At least could you care to explain why, instead of typing 4 whole words then acting like a smug asshole?
Replies: >>227971
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>>227970
>care to explain why, instead of typing 4 whole words then acting like a smug asshole?
>>227946
Games with LAN lobbies usually support direct IP, and with others that don't you can sometimes find tools like lancraft.
>However, I'd be retarded to post my computer's IP directly on an imageboard, and given how unstable the game is, using a VPN would be suicide.
Anon, radmin is literally a VPN in its original use case: as a Virtual Private Network instead of the now more common use as glorified proxies. You might as well host from behind your regular VPN, provided they even allow you to forward ports. It would functionally be the same without exposing a bunch of untrusted machines to the same LAN.
>Is there any way to use a dedicated server to work as a VPN, so everyone would connect to the server instead of handing each other their IPs? Doubt it'd be worse than barebacking the game, even if ping would be higher.
You have just described a VPN.
>>227964
I wouldn't even post my dynamic IP, but if you want to hostfag games without dedicated servers you have to find workarounds or take some risks.
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Figured here's the best place to ask, what should I know about hosting SANIC KARTZ? Did a light bit of testing and this fancy Saturn build ( https://github.com/Indev450/SRB2Kart-Saturn ) seems to work pretty well (like an easier to work with skin selection screen with sorting).
Only problem is that I tried to do testing with the old addons folder from >>226760 and it very quickly hit the max cap, with some random ones not loading. Not quite sure if it was due to said cap or just some other fuckery.
This would be a question I'd normally jewgle but it seems like all the information is probably stuck in the tranny zones.
Should I just maybe try curating some mods that the anons here typically like?
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>>228140
By sanic kartz do you mean SRB2 kart?
Replies: >>228149
>>228147
yeah, that
Replies: >>228150
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>>228149
I'm pretty sure someone has the mod list. I have it, but the computer it's on is broken at the moment. As for what version you may want to use the version 1.3 that was used in previous gamenights. An anon tried to host 1.6, but it was extremely unstable. Assuming you aren't that host, and missed the GM.
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>>228140
>it very quickly hit the max cap
What cap? An addons cap? Unless you're talking about the racers themselves I don't remember there being any hard cap to whatever you tried to add.
How did you load the addons, via the GUI or using the .cfg? Moving them to an addons/ folder then using this script >>226378 just werks.
If you're hosting the game make sure to use a new thread different to >>226294 while you're at it.
Replies: >>228155 >>228156
>>228152
SRB2 kart has two caps that I remember. You can only have max 125 characters regardless if they're separate or in packs, and you can only have a maximum 128 total mods loaded.
Replies: >>228156 >>228263
>>228152
Yeah, just talking about the addons cap. I loaded 'em in-game using the GUI on my own wangblows computer and not any kind of server rig just yet.
But yeah, basically what >>228155 said, and there were like 400 mods in that addon folder.
Replies: >>228158
>>228156
Well remember also that the game becomes more unstable the more characters you have past 70-80. Which basically means the 125 character limit is around half that.
Replies: >>228160 >>228263
>>228158
Yeah the old kartz gamenights seemed to have a pretty healthy selection of skins as is, so don't think I need to go THAT high. I mainly wanna jam in good tracks and other fun gameplay stuff but keep it stable most of all.
Replies: >>228198
>>228160
A big part of the appeal is surviving the kuso tracks in my opinion, as long as they aren't totally broken or anti-fun. I'd say start with what the /vm/ nigger is running and remove tracks that keep getting RTV'd or complained about.
Replies: >>228204
>>228198
Well yeah, I generally mean the "good" kinda bad too. Like that fuckin' SNES Bowser's Castle for example is just a boring kinda bad. That Deus Ex map is a good example though since it's not necessarily bad, just completely confusing. Just in my opinion.
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Couple chars I might delete from the roster (based off of what I saw on the ZZZ repackage that compresses everything) if it's alright:
>Motorsport Amy
I don't really see a difference between her and the Amy that's already available, especially if you enable the 'restat' command. If you maybe don't like the 3D models for base characters, there's an option to turn 'em off as far as I know.
>SEGA
It's a funny as fuck guy, but even if I increase the FOV you really can't see shit with him. Maybe I'm just being a fag.
Other than that I guess everything else is fine. Even the fuckin' Rouge with her bat tats out. Only other debatable ones if stuff gets unstable due to sheer amount of characters would be the "modern" versions of some characters, but even then they've got unique memes/stuff to 'em. There's like 120 characters there though. Gonna see if I can keep 'em all though maybe minus those two.
Replies: >>228259
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>>228249
>the ZZZ repackage that compresses everything
Do you mean the one from less than a month ago the server was shitting the bed with? OR are you using the old ZZZ addons from 21 A.D. that have next to no good characters? If it's the former I can pack you the one Tamamo that I forgot to stuff in there.
In any case I believe it's a better idea to load all characters in individual packs instead of packing them inside a huge .pk3. I've got a hunch the tranny devs force the server to load a separate model archive instance each time a player logs in with a character, which might explain why Saturday crashed more frequently than Friday, when all characters were packed individiually.
>removing the SEGA logo
>maybe I'm just being a fag
He's probably the best when it comes to joke characters, and at least has an excuse to be in a Sonic karting fangame, unlike the other meme submissions in the tranny forums.
If you're afraid of addons nuking the server you can always cut down on the roster size. As long as I'm seeing Temjin, the white swat-bot, the F1 racing car, the Hang-On bike, old Compile Arle, the AoStH characters, the spoopy Sonic CD easter egg faggot and maybe Rupika I'm good. Keep the titty Rouge as well, faggot.
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>>228155
>>228158
It was doubled in 1.6 (as well as the file limit), haven't seen any character related instability as long as you're using -file to load them. Addfile is just fucking broken.
>>228259
The former. Though, I really bet you that the reason shit was crashing so much was probably the shitty server itself. I've got no clue what in the ever-loving fuck the /vm/niggers host their stuff on, but they're able to have that plus a flat-out download script that just lets you download the damn things on connection.
And, loading every single character separately just means that there's easily gonna be a lot less stages and other fun stuff.
Replies: >>228315
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>>228271
>the former
Oh no. I seriously hope you know what you're doing and pack inside the .zip the individual files in case thesever shits the bed and you have to switch them in a hurry.
If you're going to use it, at least have this one .pk3 that adds that one skin one faggot always played with: https://pixeldrain.com/u/kNWPopDt and make sure to delete the old one, since this one's named differently I forgot to type in KCL instead of KC, even if the file contained Lua I hope it didn't make any difference.
If you didn't know, the .pk3 files are packed with https://slade.mancubus.net/index.php?page=downloads
>there's easily gonna be a lot less stages and other fun stuff
Believe me, even if you split every character into a single file there would not be enough maps and >fun stuff to reach that limit.
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So, here's the deal. Took the last pk3 file for characters, looked at everything, and I'm in the process of re-downloading everything including courses right from the sources if available in case something might have gotten fucky when repacking. If the game can't handle the characters individually, I might just put 'em in mini-packs until there's a good balance that hits the stability limit.
Unfortunately I also ain't too smart with servers and how they may automatically detect files since I never fucked with hosting, but I also figured it'd be best for now to separate everything into their own folder categories: Characters, stages, and just 'other' at least for now unless there ends up being a lot of different shit later on down the road, like new items or mechanics if you guys want 'em. Figured this would be best for debugging purposes.
Right now though, I just wanna show off the courses folder so far.
If there's a course you want, mention it. Likewise, if there's packs that are known to be the 100% not-fun-at-all kind of shitty or have the gay tranny flags in 'em, mention it. Considering how few good-looking tracks there are on the forums I'm hoping I got everything. I made my eyes bleed scouring the entirety of the forums for good shit and kusoge, alongside giving a general scan to make sure it actually worked. Like trying to find gold nuggets in a dumpster filled with back alley HRT needles
Here's the file list in full, but I'll upload 'em all and make a post with 'em soon so you can scan for yourself. As of right now, they seem to take up almost 1/3rd of the limit, so not too bad so far. I've really only had one that doesn't work and that seems to be the Tony Hawk-inspired one having a softlock, unless I was being a retard with it. Either way, it's a pain in the ass having to scrub stuff that doesn't work from packs so I'm hoping there's not too many bad individual tracks.
Replies: >>228473 >>228507
>>228470
If you need a list of all the characters anons have used in previous game nights I can make one for you. I still have all the replays.
Replies: >>228475
>>228473
That'd be a good place to start, since I can ensure those stay and have all of the other ones that typically aren't used as backups, then toss 'em in too if we've got the space.
Replies: >>228547 >>228550
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>>228470
>I might just put 'em in mini-packs
I've been telling you, if the server's unstable you can just ship the .zip with both the packed characters and the individual files. If either one of them are bad you can just remove them from the server and use the other batch, without having to update the addons download link.
Either way, I doubt you'll be able to find enough character files/race tracks/addons to surpass the addons limit, that's 255 on the Saturn build you're using. Last gamenight had a grand total of 112 addons, and that's when it was using the individual character .pk3s.
>the Tony Hawk-inspired one having a softlock
We played that map well last gamenight, what are you talking about?
>considering how few good-looking tracks there are on the forums I'm hoping I got everything
Your eyes deceive you. I did the same, ignoring the tracks that looked the most like DooM wads from the thumbnail, then everyone started complaining about the racetracks.
Look up the old 2021 gamenight download here >>226488 if you want to grab tracks anon used to like. I snatched some of those when I last updated the addons folder past gamenight, so you might want to look there first. They're the latest, updated versions as well.
>spoiler
I know, it's really fucking bad. I still can't shake of the sight of retarded smartphone children sharing a space where half mod authors admit to faggotry in their bios. But then again, considering the game you're trying to host here, this shit's completely called for.
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>>228507
>We played that map well last gamenight, what are you talking about?
Must have been a part of the map I got stuck on then, because there was a section with a bunch of warning signals and a ramp before that, but I could never get enough speed on that ramp to leap over it and the map would kill me when I got to 'em. Not sure if maybe cuz some kinda hint isn't loading in OpenGL or what it is, but I'll probably just use the version you've got in there just to be safe 'cuz it's probably one of the coolest tracks.
Either way, I'll make sure to take a look through the old pack then since the Saturn build might be able to actually take all of it. Thanks.
And you think that's bad, try looking at shit like Roblox. Kids can't even have a fuckin' place to try out game design or coding as a hobby any more without trannies or other mentally ill adults getting in their faces.
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>>228475
Here's a near complete list of the characters anons have chosen over the past game nights.
https://pomf2.lain.la/f/r0jpyq1r.txt
https://litter.catbox.moe/qg8llv.txt
Replies: >>228550 >>228721
>>228475
Forgot to mention this >>228547
 didn't include the character lists from your game nights such as Tamamo and Girl's Last Tour.
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>>228519
Hostfag, report. When are you planning to host this game? Are you making a thread soon?
December's half way through. What have you got in store for the lurkers of this site?
Replies: >>228640
Is we getting a JKA for christmas?
Replies: >>228629 >>228640
>>228627
>Is we
Why are you asking as if you were going to receive a present from Santa Claus? Faggot manchild.
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>>228608
I at the very least got EVERYTHING from the supplied sorted into characters, stages, and just 'other'. Alongside that, I've never really fucked with servers in my life, but today I'm gonna give a cursory scan of everything.
I'm planning on hosting in January though since there's gonna be a lot going on as is for chrimbus such as >>228627
and a whole lotta other things.
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>>228640
Did you get the character list downloaded?
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>>228640
Alright, status update after loading everything in single player:
>the track pack labled 'fhrts' doesn't work, 1st pic related
>2nd pic, no clue how the fug i'm expected to load all these characters
Aside from that, everything seems to fit in nice and smooth, including the weird extra stuff like the 2hu weather and the Wipeout gamemode. I've got no clue however how well that narrator mod may or may not work depending on how old it is and how many racists we end up getting, since Saturn does allow for more racers per lobby.
>>228690
Yep, thanks for making it.
>>228696
You don't have to have 350 racists. I thought you were only going to add what anons played as and maybe a few extras.
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>>228702
Yeah, that's the plan but I guess I thought that the game could handle 'em all. There still should be room for plenty of characters while keeping it smooth though.
Replies: >>228705
>>228703
The game can technically handle them all, it will just run like crap if you try.
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>>228696
>all these characters
Keep in mind you will have duplicates if you've thrown characters from previous gamenights, particularly last one I had to number to make sure they'd load in the specific autistic order I had in mind.
I'm already seeing doubled characters in the picture, and sure enough you can purge the shittier characters no one would bother touching.
Do note >>228547 didn't look at >>226294 for clues of what characters fags use. There are plenty which aren't on his list I've seen, so watch out.
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>>228140
>Should I just maybe try curating some mods that the anons here typically like?
https://mb.srb2.org/addons/hitfeed-kl_hitfeed_v2-2-pk3.2399/
Adds hitfeeds into the game. Webm related.
https://mb.srb2.org/threads/hornmod-championship-edition.26378/
Adds spammable horns into the game.
https://mb.srb2.org/threads/driftboost-gauge.26729/
Adds a drift boost gauge. Webm related.
https://mb.srb2.org/addons/z-chars-1-9.1767/
I only care about Fennec Fox from here.
https://mb.srb2.org/addons/ki-no-3d-models.5744/
Adds a couple great looking 3D models for characters from other character packs.
>>228696
>Gruvbox
Good taste.
>>228748
Wow those models look good.
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>>228748
>3D models
How's that work? Also this >>228749
Replies: >>228751
>>228750
>how's that work
If you set the game to display 3D models then the game will use them wherever applicable. Items will be in 3D and any characters that don't have a 3D model will just appear as their normal pixels.
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alright, think i got everything from the list and everything from memory except for
>SG1000 V8
>gondola (not in the original files, only place i could find him is in the bigass repack)
if anyone could supply 'em, much appreciated.
>>228748
i already got just about everything there planned out too except the models, are they client-side? i may just have a download link to a whole bundle of 'em and let players turn on what they want/don't want
also thanks, easy on the eyes :^)
>>228752
Here's the original gondola.
https://pomf2.lain.la/f/mdk39qxe.wad
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>>228752
Are you sure you've not skimped on the Sonic autism? This is a Sonic fangame after all, it needs some at least:
https://pixeldrain.com/u/fbvWsKYo
https://pixeldrain.com/u/sfWfMgQk
https://mb.srb2.org/attachments/kc_tailsdoll_v1-pk3.10560/
>KC_VirtuaRacingChars
Pretty ugly, fucking tiny racers. Make sure to remove those then add these two instead, the large F1 car and the motorbike faggot from last time:
https://mb.srb2.org/attachments/kcl_g-_ceara_v2-pk3.53174/
https://mb.srb2.org/attachments/kcl_superhangon_v1-6-pk3.53175/
>KC_WheelieMotobug
>KC_TeamRocket
>KC_VanDarkholme
Scrapping the bottom of the barrel here. I can't help but I associate the motobug with the tranny autist in the male V-tumor cuckchan server, definitely don't like it.
Replies: >>228782 >>228803
>>228770
shut the fuck up whore
>>228752
>i already got just about everything there planned out too except the models, are they client-side?
They aren't client-sided at all. Anons have to download them, or else they won't be able to join the server.
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>>228770
>remove the following
No can do. Well maybe except for team rocket and the wheelie motorbug if the limit gets too unstable since they're just fun additions, but Darkholme was part of the list. I do already have both those in too though.
>spoiler
well quit thinking of faggots from halfchan, it's that simple lmao
also how the fuck can you hate team rocket? if it's because you associate them with some no-name tranny from an inferior forum, i will find a way to smack you stupider. it's three dorks on a cart, you can't not love them
>>228789
Well shit. Might or might not be a problem depending on how many there are 'cuz I got all these fuckin' tracks added, some from the gigantic-sized download but most from what I thought looked cool/kusoge (not sure if any in the old pack are battle maps, if no-one wants them I could remove 'em) I'll see just how many I can fit in though.
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>>228803
Please just make sure to use a more stable version than 1.6. Throwing a download for the addons onto pixeldrain, litterbox, or pomf should be fine.
Replies: >>228809
>>228807
Saturn on its own should be more stable than 1.6 (or so I heard), since it fixes some things that vanilla 1.6 just shits the bed with. You can take a look here.
https://github.com/Indev450/SRB2Kart-Saturn
Just wish there was a way to have more than 3 tracks on the voting screen like Neptune seems to have.
Also:
>Announcer mod
>HP mod
>2hu weather mod
yes, no, to any of those?
Replies: >>228817 >>229250
>>228809
I don't care about the announcer, but the only one I say don't use is the weather mod because some of those weather effects can make the game unplayable on some maps. I don't know what HP stands for.
Replies: >>228821
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>>228817
the HP mod gives racers 100 HP on the track that seems to decrease if they get hit, bump into walls, fall of the course, etc. it was in the old pack for some reason
>>228803
Found another good mod from the last SRB2K gamenight.
https://mb.srb2.org/threads/scorekeeper.29554/
This script will permanently keep the score values of every anon on the leaderboard, instead of resetting it every single time the server restarts.
Replies: >>228900 >>228988
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>>228896
>keeping scores
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>>228900
Bad at video games?
>>228946
Score keeping when you're not keeping track to have a winner at the end of series of races like in the various Grand Prixs is faggotry of the highest order. Like how SS13 servers have antag ratings for various players. It attracts the lowest spawn.
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>>228946
>tryharding in a casual party game for normalfag retards and trannies
Replies: >>228992
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ALRIGHT SO.
the character i'm missing i apparently actually have (it was that racer guy in the same pack with moonman and super hang-on), so i'm gonna release everything and people can judge whether something's missing or something's genuinely unplayable kusoge doesn't count so i can polish this rainbow-colored turd before January. i tried to scan for repeats and defects, and i think i nabbed everything, but having (You) check it out helps.
for now, i will not be personally putting in the 3d models since first and foremost i just want this stuff to be stable. they look great, yes, but they ain't gonna be so great if the sheer amount of stuff a server's handling is just too much and you can't even play the game. if you find you can run it on your own client though before connecting, more power to you.
alright actually i'm just too lazy to change lines and it'd add ANOTHER thing to debug if shit gets fucky. if all is fine this first time, next time i'll look into it, but i probably ain't gonna host a second time.

finally, is there any way to remove certain tracks from maps.kart? some of the genuinely intolerable shit is on there such as that one bowser's castle gba port. a way to get more than 3 maps on the voting screen would also be nice.

<Instructions (for now)
>Get sanic kart 1.6 here: https://github.com/STJr/Kart-Public/releases
>Then add the Saturn files on top of it (follow their instructions): https://github.com/Indev450/SRB2Kart-Saturn/releases
>Then take this currently-in-beta pack here: https://pixeldrain.com/u/W3bmfaKA (it's 1.6 gigs, now that i think about it i ain't sure how well a cheap, rented server could handle this much shit)
>Add 'addons' in there to the root of your sanic kart folder
>Start the game up using the Saturn executable
>Badabing badaboom
>If you're on Linux there should be options to build from source. https://wiki.srb2.org/wiki/Source_code_compiling

<For server owners (or single player testing)
>Enable bonuschars.kart (it's in the root directory)
>Enable everything in the folders '0Other', '0Skins', and '0Tracks'. I haven't tried Linux stuff but if something doesn't load in wangblows, you probably did something wrong with Saturn 
>Your choice if you wanna enable anything from the BonusOther folder, just make sure to read the readme. I ain't enabling this in the upcoming January server, but it all was in an old pack, so figured somewhere down the line someone might want it on.

>>228896
also this would be neat if we had an actually dedicated server, but you need to think of the massive pain in the ass it'd be to maintain between hosts, and update it for new hosts every time you wanna start a new server.
that and you know, i know, we'd know that some faglord would just hop onto 2 computers during dead hours and constantly fold to make his e-peen look bigger
Replies: >>228992 >>229608
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>>228962
>>228979
There's nothing wrong with wanting to win in a casual party game. SRB2K is a game literally designed around rivaling other players and that's precisely what makes it so enjoyable to me, and of course other anons that show up every gamenight. I used to suck at the game big time, but I eventually got decent at it and finally received the ability to fight back the best players on the server. I still wouldn't consider myself a good player right now, but I'm slowly getting there because I find it fun to do so. Getting good at games is fun, and so is playing them well. If everyone stops "tryharding" like some TF2 friendlies, then the game will get boring very quickly.
The scores will be there on the leaderboard either way, whether you like them or not. That mod will just simply prevent them from getting wiped when the server shits the bed.
>>228988
>also this would be neat if we had an actually dedicated server, but you need to think of the massive pain in the ass it'd be to maintain between hosts, and update it for new hosts every time you wanna start a new server.
I agree, but who knows. Maybe one day we'll have a completely permanent server, since there's a demand.
>that and you know, i know, we'd know that some faglord would just hop onto 2 computers during dead hours and constantly fold to make his e-peen look bigger
Just simply create backups to prevent that from happening, though I don't think that anyone from here that's not one of the many webring boogeymans would do such a thing.
Replies: >>229033
>>228992
Its a party game, winning/losing its irrelevant, this game main food was "le funny moments" streambait/youtubebait since it was released to this day
Replies: >>229041
>>229033
>Its a party game, winning/losing its irrelevant
Of course. It's a fucking video game for fuck's sake. Competitive or not, in reality it doesn't matter.
>this game main food was "le funny moments" streambait/youtubebait since it was released to this day
You haven't played the game and it shows.
Replies: >>229066
>>229041
>main gamenight thread was compilation of le funny moments
>this game early days was pure le funny moments when it released
seems like you arent aware of what you are playing, either way the scorekeeping its worthless just like the whole game
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>>229066
that's every fuckin game in /v/ gamenights. jackbox, jedi academy, killing floor, hell it's a bit of a stretch but even the fire emblem gamenight was at least telling people about the funny moments that happened.
you know. funny. the word that has 'fun' in it.
>spergout over leaderboard
Why? Do you even pay attention to that shit at all? So what if some other autist wants to look at a meaningless number is it going to change how you play?
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>>228946
Nigger you're the one who's bad at videogames asking for the stupid drift bar to be added, instead of learning how to time your boost.
As if most if not all gameplay addons were stupid clutter that added nothing of value to the game.
>>228809
>Announcer mod
>HP mod
>2hu weather mod
None of them. The announcer's gay and stupid and the HP shit makes the game not fun.
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>>229250
>Nigger you're the one who's bad at videogames asking for the stupid drift bar to be added, instead of learning how to time your boost.
QoL features. Ever heard of them?
>As if most if not all gameplay addons were stupid clutter that added nothing of value to the game.
Shut up Mr. no fun allowed. You've done a worse job at hosting a SRB2K gamenight than some crossposting beaner vtumor. No one gives a shit about your stance on the hornmod and hitfeeds, and everyone enjoyed them when you finally cave in to our demands, faggot.
Will there be a Jedi Academy or Joint Operations gamenight for this Christmas Eve or New Year weekends?
Replies: >>229346
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>>229335
Have you been a good boy this year?
Maybe Santa Claus has something in store for you.
Replies: >>229363
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>>229346
And maybe i got something for santa..
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>>228988
new question: tricks, yay or nay? also got one other gameplay changer in mind, check 'em out and give opinions
https://mb.srb2.org/addons/open-tricks.4558/
https://mb.srb2.org/addons/the-checker-wrecker.5730/
https://mb.srb2.org/addons/wrecker-physics.5732/
Replies: >>229621 >>229623
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>>229608
We can try out these mods on a test server and then decide. Based on what I've read and seen, the tricks mod might be adding too much for newfags to handle, and while the new powerup looks quite fun, there's a good chance that it will make playing on maps with tighter tracks too frustrating.
>>229608
Chiyo is so cute.
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probably a bit too late to ask now but i had a brainfart of the century,
JKA is gonna be hosted in January too right? i can definitely hold off on sanic karts until it's over, just need to know because it'll take me some time for my dumbass to learn how the hell a server works
Replies: >>230125
>>230122
>/v/ in CY+9
>hosting games
JKA is never going to be hosted. Stop holding onto kartz and release it once you've got the gist of the server. You can post its IP here if you want someone to playtest it until you're comfortable with it, too.
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>>225907 (OP) 
I've been thinking on a bunch of games I thought would be cool to see being hosted and I wouldn't mind trying my hand on:
>Counter Strike 1.5 over WON2
>F.E.A.R. MP
>SWAT 4
>Dork Messiah MP
>Goldeneye Source
>Tribes 2
Does anyone here have any experience hosting any of these on Linux, or at least has played one of them enough to know what to add to a server and what not? How many resources do they use serverside, to prevent something similar to the memory overflow in SRB2K?
Asking purely as a hypothetical, and not necessarily for the near future.
Replies: >>230487
>>230482
third or sixth option, please
Replies: >>230755
Anyone wanna play lethal company with me?
Replies: >>230501
>>230500
Timezone?
Replies: >>230502
>>230501
I'm in asia
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sanic karts will be on in a couple of hours for those wondering give or take, got family over. might wanna say 3 hours max for a grace period, the server should also be dedicated for the month when it's up so eurofags should be able to join in when it's actually their time to be awake.
if you want a head start on the mods for right now (minus any shit i forgot to add or erase), here they are:
https://pixeldrain.com/u/NVL1ivFR
i'll probably upload any future mod folders to mega since this is pretty fucking huge and can take a while to download.
servers are on US East, so hopefully it's fairly friendly to eurofags, amerifats, upside down emu fuckers, etc.
Replies: >>230630
>>230629
What version will you be using?
Replies: >>230631
>>230630
server's hosting 1.6 which yes, last host ended up crashing, but i paid a little extra for what SHOULD FUCKING BE better transfer speeds, bandwidth, etc
if it's irreparably fucked before the weekend i'll just do 1.3.
however, client side we've got Saturn on top of that, which FUCKING SHOULD mean more stability. apparently you're not supposed to install Saturn serverside.
the weekday itself might be more buggy though since i've got a shit load of tracks and i might have to occasionally shut it down to add/remove stuff, but weekends i'm doing whatever it takes to keep it stable.
>>230487
I wasn't asking here which game you liked the best; I was asking whether, in order to ded the game, how to host it, if I should consider using a powerful machine to host because of the game's specs or whether there was a mod or expansion pack I should add over vanilla.
I know there's a complete weapon overhaul for SWAT 4, for instance, but I've read they're broken for use in anything other than co-op, then again someone might say PvP's not fun to play to spare me the trouble of doing anything other than co-op.
One succesful gamenight was when we (in before >we) just played Battlefield: 1918 - a mod for BF2 - on a relatively empty public server. It was fun and didn't require any extra effort to set up. And yes, it's a PVP game. So what. That's the point, it was fun.
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How good is netplay on Mednafen for the PS2? Given how well the PS1 gamenight worked out in the end I was thinking whether we could do something similar with the PS2 library, and how it could be set up.
Issue here is that I don't believe there are as many games designed for the multitap on the PS2 as opposed to the PS1. All I can think of is games that are either 2P co-op or PvP 1v1.
Replies: >>234648 >>234649
>>234647
Mednafen doesn't emulate PS2.
Replies: >>234651
>>234647
I know a bunch of good ones, but do you want to do a 4 player only gamenight?
Replies: >>234656
>>234648
>Mednafen doesn't emulate PS2
Well shit. Those yuribacon Mednafen server were invaluable. How else are you supposed to connect a bunch of players together, if any PS2 emulator supports netplay? What are you even supposed to do to a dedicated server to work like those did?
Replies: >>234652 >>234654
>>234651
Don't think there is PS2 netplay unless you want to use the experimental PCSX2 fork from ~2012. Mednafen is the only emu that does the easy to use relay server setup as far as I know.
Replies: >>234656
>>234651
PCSX2 support netplay to some degree, here's an excel: https://ps2online.com/list
Replies: >>234656 >>234659
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>>234649
>do you want to do a 4 player only gamenight?
Yes, I was thinking something similar to the past PSX gamenight where we were playing multitap games on a relay server. Something more elaborate like setting up a game specific server would be more complicated and might as well warrant its own separate gamenight.
>>234652
>mednafen is the only emu that does the easy to use relay server setup
That fucking sucks. On other platform emulators, what about Dolphin? That one does have the option to do couch multiplayer on netplay, right?
>>234654
>PCSX2 supports netplay to some degree
Not netplay, but local multiplayer. Can you only play with other players on games that have a specific online/LAN mode built in?
Replies: >>234659 >>234662
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>>234654
That's not netplay, it's emulated online play.
>>234656
>what about Dolphin? That one does have the option to do couch multiplayer on netplay, right?
Yes. Dolphin is the next best thing as it has a traversal server, game browser and codes for joining unlisted games without port forwarding but ultimately one player still acts as host. It has some desync issues but we've finished multiple games in the past, notably Four Swords Adventures and Crystal Chronicles when mGBA was integrated.
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>>234656
>Can you only play with other players on games that have a specific online/LAN mode built in?
Yes, with PCSX2. You need a thing called DEV9 plugin and some sort of virtual network like hamachi.
>>234659
>That's not netplay, it's emulated online play.
I know, but is also the most complete list i found that shows every PS2 game with LAN support.
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>>234659
>traversal server
Can you explain what this is all about? From what I can tell netplay on Dolphin is still P2P.
>we've finished multiple games in the past
I remember them, that's why I asked. If there's nothing to be done with the PS2 maybe I should be looking into setting up 4-player Melee on Slippi.
>>234662
>some sort of virtual network like hamachi
Fuck off with that. What I need to know is how to set up a dedicated server as a VPN in the strictest sense of the word. Something akin to the ny.yuribacon server to which everyone connected.
>every PS2 game with LAN support
Not what I was asking for though.
Replies: >>234674 >>234690
>>234659
Yuzu is another option since its netplay system is essentially a dedicated VPN that each game's LAN netcode runs on top of, much more stable than Dolphin because it doesn't have to maintain the illusion of everyone playing on the same console. Someone still needs to buy a VPS/forward ports to act as the host, but I remember it being unnervingly smooth when someone tried it with Mario Kart 8 last year.
>>234668
>slippi
>join our discord
>accounts required
If we're sinking that low I'd rather set up fightcuck and start a Neo Turf Masters tournament or something.
Replies: >>234686 >>234690
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>>234674
>Yuzu
I don't even know what I want to play anymore, what are the options available in terms of emulators to use for netplay? Mednafen, Dolphin and Yuzu? It would physically hurt me if the options for 6th gen vidya had to be exclusively narrowed down to Nintendrone shit.
>Slippi
In my defense I had never used it but rather heard of. I knew the discordfaggotry was just some circlejerk and not a necessity to play, but
>accounts required
I'd rather not.
Replies: >>234690 >>234694
>>234668
>>traversal server
>Can you explain what this is all about? From what I can tell netplay on Dolphin is still P2P.
Just think of it as a master server. It's the middleman that handles automatic port setup, the public games list and connecting via host codes.
>>234674
>Yuzu
DOSBox tunneling works pretty much the same way, but system requirements might be a bit high? You could technically do the same with Dolphin and MKDD LAN play but you'd still be limited to 4 players/consoles and you'd have to use an external VPN so it's not really worth it. An anon tried to set up a 16 player test once but combining LAN and netplay doesn't really work. It could probably be made to work but each player would have to run 4 emulators at once.
>Slippi
That does sound gay.
>>234686
Don't think there are many other options for 6th gen other than Dolphin or online play. Could play that nippon Gundam game on Flycast again I guess. But as far as I'm aware Mednafen supports netplay on all systems it emulates so it's not like you're really lacking options outside 6th gen. Retroarch has its own netplay implementation as well but it couldn't even handle SNES Mario Kart when we tried it.
>>234686
Your choices are
>mednafen (multitap settings have to be synchronized by hand)
>dolphin (be prepared to lag to death)
>yuzu (game must support local wireless, public servers exist for you to mooch)
>flycast dojo (1v1 only)
>simple64 (requires a not ancient PC)
Everything else either requires an account with jew captcha or is an ancient piece of shit.
Replies: >>236890 >>239780
guys?
Replies: >>235521
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>>235507
What, are you going to surprise us with your secret gamenight you've been planning in secrecy?
>page 5
this place really is dead
Replies: >>236808
>>236773
I agree, we should all end our lives immediately instead of doing something useful like setting up a game on a VPS.
>>234694
Can't we just play battlefront 2?
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Would anyone here ever be up to hosting Sketchful some day? If someone's interested I can post the last .txt file we used.
Last time I tried hosting I kept DC'ing all players because my Internet was unholy garbage I'm not a 3rd worlder.
>>234694
all intrigue me except flycast
mednafen multitap is very appealing
Replies: >>239785
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>>239780
>mednafen multitap is very appealing
That one was used for that playthrough of Seiken Densetsu 3 and the PSX multitap gamenight.
I'd vote for a repeat of the PSX gamenight if I knew multitap PS1 games that were fun. We can always go back to Crash Bash and Rakugaki in any case.
Replies: >>239848
>>239785
I don't know which are fun either but some that caught my are Blaze & Blade, Bishi Bashi Special, and Team Buddies.
Replies: >>239863
>>239848
>Team Buddies
We played it last time. Sadly host couldn't find a complete PAL savefile last time, which meant there was a single MP map to play and only the default weapon set, which is hot garbage. 5 minutes in no one had either a base nor a weapon powerful enough to kill anyone.
It's a shame since I liked the game on SP and completed the entire campaign back in the day. I'd imagine anyone who played it wouldn't want to play it again.
>Bishi Bashi Special
Someone suggested it before and was then ruled out for being 3 players only.
>Blaze & Blade
Looks pretty cool albeit janky. How many people can play on the PS1 version? Wouldn't Crystal Chronicles on Dolphin be better?
Replies: >>239892
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>>239863
It looks like B&B is 4 players. However I wouldn't object to spoiler game.
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>lurking /japan/
>fucking dead, threads from zzz/japan/'s birth still roaming the catalog
>the 2020 Christmas Sven gamenight thread is there at the bottom
>
>>241988
>>6
>>788
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>>241988
>>241988
total easy death
tbh i cant even post on that board since the captcha is broken for me
I want to play some Mechwarrior Living Legends with anons.

I've gotten addicted to it lately (missed the first gamenight, sadly) and I want to show just how terrifying a single Mithras B played correctly can be.
(I also play mechs on occasion.)
Replies: >>245288 >>245444
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>>245286
>I want to play
And who's going to make your wish come true?
Replies: >>245420
>>245288
You saying someone's going to host it?
Replies: >>245433
>>245420
No, but it would be a positive change for this board if someone put his money where his mouth was. Put your wishes into action, for once.
Replies: >>245435
>>245433
I could make the post, what I don't know how to do is make secure, portable, idiot-proof repacks, one for linux and one for Windows, and host the server itself -- and thus not only handle security issues but also the jankiness of the mod. Simply linking to the installer on the site and giving a date will get me dragged through the mud -- especially since it has its own update tracker which will result in accusations of spyware.

If you can show me how to do this, I'll have it done -- I'm not a completely tech-illiterate goyphone zoomer, but I'm not a guy hiding in a Qubes or OpenBSD setup. I can follow basic instructions.
>>245286
Please get a decent server this time. Last time everyone had 200+ ping and it was awful.
Replies: >>245484
>>245435
I still have my MWLL wineprefix from the last gamenight but I don't remember all the shenanigans I had to pull to make it work. At minimum you need to use wine-mono, DXVK and a reasonably recent proton fork. My launcher's currently set to use the DX10 engine and a 64-bit exe, and the only issue I have is that it freezes on exit.
Replies: >>245478
>>245435
Don't be retarded. It's a free game, linking to the official installers is exactly what you should do. You don't even have a reason to be autistic about the launcher, if you had actually bothered to check you'd know there are offline installers and patches.
Server has a GUI so it's fairly straight-forward, maps might need to be configured individually to run the right game mode and have the right amount of tickets.
>>245447
Game runs fine with just dxvk, don't remember if wine-mono is enough for the launcher or if you need to install dotnetwhatever. Keymapper requires java installed in the prefix but I'd recommend the default layout at this point. Only real issue is that due to the jank way Crysis Wars loads new maps (basically reinitializing the entire engine) it crashes on the second map load. Probably crashes less in game than win10+ though.
Will/can killing floor 2 be an option for game night?
Replies: >>245484
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>>245435
>I don't know how to do is make secure, portable, idiot-proof repacks
You can point to the original installer then make a map/model/anything else pack for anons to unpack afterwards.
>one for linux
There aren't any (public) Linux clients for Crysis Wars so you can skip this.
>especially since it has its own update tracker
Anyone that wants to disable that should be able to do it by blocking the update domain.

The real pain is going to be setting up a working, stable server:
Last night's server's VPS had to be upgraded to meet average player demand (4GB RAM, 4 CPU cores) and even then it may have struggled. >>245444 might be related to this.
There was this big issue where the server was crashing everytime it changed map at a match's end. If that's not fixed then you'll have to babysit and change it yourself.
And if you're going to use Linux, there's this launcher that can start the server headlessly (useful for starting as service): https://github.com/jedi95/cw-launcher

>>245479
It could be, try setting up a dedicated server locally first to understand how feasible it is to prepare it.
Would any of (You) care for some sm64coopdx this weekend?
The available character skins and assorted mods should allow for some fun provided the damn thing works in the first place.
Test serb up with the password sleepy.
Replies: >>246650 >>246672
>>246648
Sounds fun, but sven coop is ongoing. Maybe the weekend after this one.
Replies: >>246660
>>246650
Server expires on the 25th, it's all good as long as you start planning your thread now.
what about among us?
Replies: >>246671
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>>246661
Replies: >>246673
>>246648
I'm camping this weekend but next weekend I'm down.
>>246671
BASED!
https://github.com/coop-deluxe/sm64coopdx/releases/download/patcher-v0.2.3/coopdx-patcher.zip
<Windows
>download zip and extract it
>grab a M64 US ROM in .z64 format and drag it over the exe
>let it finish and launch sm64coopdx
<Linux
>git clone the sm64coopdx repo
>grab a M64 US ROM in .z64 format, rename it to baserom.us.z64 and put it in the repo directory
>install dependencies listed in the Makefile if you don't have them
>make
>cd to build/us_pc/ and ./sm64coopdx

>In the main menu go to "join", then select "private lobby"
>enter the password sleepy
>join serb, it should download any mods it needs
>behold the abominations in the char-select menu
Can some pls join my serb? I just want to see if hosting works before making any further decisions.
Replies: >>246686
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>>246682
Is it still up? I can't find
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>>246686
It should be up.
Did you enter the password correctly?
Replies: >>246689
>>246688
I think so, though it's not clear since the password entered is not shown. I can see public lobbies fine though.
Replies: >>246690
>>246689
Does zzz work as a password?
Replies: >>246691
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>>246690
Yep, had to enable the sm64coop-ex compatibility option though.
The game is now on this screen.
Anon managed to connect successfully, the game seems to be working.
Server is down for now, I'll disable the sm64coop-ex compat next time though as it seems to hide the server from anyone who hasn't enabled it.
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When was the last time Joint Ops was played? I haven't visited /v/ in two Springs.
>>246837
I think a year ago
Replies: >>246934
>>246842
Feels longer than that, maybe two years? One and a half? There was a perpetual server kept up for a little while but nobody played it after one week.
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>>246837
Judging by the catalog screenshots, almost 4 years ago:
https://archive.fo/YTsiR
https://archive.fo/kjCTd
It was only played during a single night if the thread's to go by.
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>>246837
The weekend of April 15 2022
Joint Ops when?!
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I'd like another Joint Ops gamenight tbh
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How does Synergy (HL2 coop) sound to (You)? Two weeks of it and another 2 with a different game to make most of a month long VPS rental.
For the other game, I'm undecided, but since some anons chattered about it lately, how about TF2C or some other TF2 mod?
To try easing latency issues, I was considering using BuyVM's New York servers (as suggested by >>225929 and others).
Replies: >>251477 >>251478
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>>251471
>Synergy
I'll do it to play TF2 with anon again t. has never finished HL2
Replies: >>251478
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>>251471
Sure I might be up to try to play half life 2 coop. I haven't played half life 2 in probably over 5 years now. I just need to turn on my Xbox 360 to play half life 2. The orange box was a great deal back in the day. 
>>251477
I know you didn't directly mention it but I'd also be up to play TF2 on the orange box for the Xbox 360.
Replies: >>253084
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Already mentioned it in the Emu bread some Pole hacked together a netplay frontend for both DuckStation and Flycast called Arkadyzja, without any account/dicksword/Xitter/Steam requirements.
Does it werk and if so, are there any Dreamcast gayms that might be suitable for a small Gamenight on the side?
Replies: >>253126 >>253129
Someone should host this: https://www.online-ctr.com/
Not me though, cuz I don't know how to.
FYI a rin user has created a custom Goldberg build with support for fake server browser and avatars.
https://cs.rin.ru/forum/viewtopic.php?p=2936697#p2936697
Pretty neat so you don't have to copypaste the IP in console every time. Still no way to create a fake lobby relay for games like EDF and DRG to work without Hamachi sadly.
Would a Perfect Dark (PC port) gamenight be feasible at all?
https://www.youtube.com/watch?v=eEZ1DV4R2rQ
>>251478
i got that game in my disk tray right now. scratched my disk up but borrowed a friend's copy to install it.
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>>247032
>JointOps_Original_2017
Take me back
>>252184
>are there any Dreamcast gayms that might be suitable for a small Gamenight on the side?
Power Stone 2?
>>252184
Alien Front
I got out of prison I want to experience another gamenight with you lads before I go back or die from OD
>>253146
Damn anon, did they catch you smuggling a duck from petco again?
>>253146
just OD and get it over with
>>253146
what were you in for
Replies: >>253444
>>253186
violent crime
Replies: >>253446 >>253447
>>253444
Well what did you do and for what purpose? Might as well elaborate.
Replies: >>253553
>>253444
>>253444
Violent trips
checkd
>>253446
stabbing and it's a long story
Replies: >>253558
>>253553
Are you a nigger?
Replies: >>253564
>>253558
no just an addict
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After all these gamenights I hope one of you faggots remembers to host OpenJKA for Christmas.
Are Jewzu/Torzu's system requirements too high for LDN Gamenights?
Switch local multiplayer netcode is actually fault tolerant enough to work decently over the Internet.
Replies: >>254462 >>254463
>>254458
Works on my machine.
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>>254458
Yuzu claimed fairly low hardware requirements but I've never tried it on a toaster myself.
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What game no one asked for would offend Eden the most if it were to be hosted?
Replies: >>254826 >>254840
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>>254823
Concord.
>>254823
Christmas JKA. Just don't schedule it against the UT stream like last time.
If you mean something to host now, try Dystopia or Doom. MWLL is great but people seem to be turned off by how complex it is compared to random arena shooters.
Replies: >>260759
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Bumping this thread to ask if anyone has plans for hosting games next month for holidays.
Depending on the answers I may try hosting some stuff but I have nothing planned other than maybe hacking voice chat in Goldberg's Steam emulator.
Replies: >>260757 >>260759
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>>260753
I wanted to host Worms but I need a full weekend I know I can spend on marathoning the game since I can't simply make a lobby.
I keep meaning to host other shit as well but I keep calling off of it because of my autism is low.
>hacking voice chat in Goldberg's Steam emulator
Have you tried the latest branch of SmartSteamEmu?
I know hostfag figured out micspam last time in Goldeneye Source using Goldberg instead. Go ask him unless you're him.
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>>254840
>>260753
Either JKA or Dark Messiah.
Replies: >>260760 >>260768
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>>260759
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>>260757
>but I need a full weekend I know I can spend on marathoning the game since I can't simply make a lobby
A single weekend day would already be good, unless you REALLY have to host a whole weekend.
>I keep meaning to host other shit as well but I keep calling off of it because of my autism is low.
Starting is indeed the hardest part, though it helps if you've done it before.
>SmartSteamEmu
Last time it was found that it didn't work on Windows 10, but ironically worked fine under Wine, though that could have caused by GE:S itself.
Either way the voice chat stuff would be an excuse for hosting a week of Sven, and maybe other games, therefore the original question.
>spoiler
Your faglord detector's on point.
>>260759
Is that a request or are you saying that you're going to host one of them?
Replies: >>260772
>>260768
A request. I don't have what it takes to host but I've been there for it previously, it'd be great.
Replies: >>260790
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>>260772
>I don't have what it takes to host
Read a guide on hosting your game and pay $10.
If there's anything stopping this board from having regular gamenights every weekend it's laziness.
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>>260805
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>>260805
>greater than ass arby to K
>greater than mechwarrior AOL
>greater than empires
>greater than dystopia
>greater than ai war
Maybe Sturgeon should add an optional TTS reading for the OP.
should i host worms again
Replies: >>262817
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>>262800
Sure.
Why are we still here? Just to suffer?
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>>262886
To be with (you), anon.
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>>262886
Metal Gear Online works on PC now with a modded build of RPCS3. If your PC is too potato it works on original hardware, even with HEN. All you need to do is solve a jew captcha and give them a throwaway email address.
https://savemgo.com/
Replies: >>263594
>>263593
>now
anon this has been a thing for several years now
Replies: >>263595
>>263594
Yeah but afaik there was no way to do it in RPCS3 and the mods were total fags. As far as I can tell this is a completely different private server using the savemgo name. Of course the MGS3 version of MGO still works with just a custom DNS.
Replies: >>263596
>>263595
there was, rpcs3 is and was where most played because it ran much better than on ps3, they even had crossplay servers
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Could anyone running Windows test if this repack of Dark Messiah's multiplayer works?
If so, then please try creating a local game and see if you can play.
https://pixeldrain.com/u/HXy4Cysv
Archive's password is veexmasnight

I tried running it on a Windows 10 virtual machine but the game closes after the intro videos, likely due to lack of 3D acceleration.
Replies: >>263828
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>>263819
I think it works, it would be nice if you could access the advanced video settings though.
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>>263828
Cheers.
>it would be nice if you could access the advanced video settings though.
It doesn't allow you to change them when you're in-game, so you have to disconnect from the server.
>video
How'd you figure out that the FOV was unlocked?
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>>263832
>How'd you figure out that the FOV was unlocked?
It was unlocked by default? I put sv_cheats "1" at the bottom of the config.cfg to enable it.
Replies: >>263835
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>>263834
It's not unlocked by default, that had to be manually patched in along with a couple other changes.
Thought you went ahead and compared the repack with another copy of the game.
>>262886
anon, I'm not even sure if we are even here...
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After 20 years someone found that a hidden setting changes the connection quality in Delta Force BHD, Joint Ops, and Delta Force Xtreme ONLY WHEN SERVERS ARE HOSTED IN LAN MODE
https://novahq.net/forum/showthread.php?p=413697

FUCK JOEL
Replies: >>264059
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>>263958
Gamenight with improved connection quality when?
Project Reality could make for a fun game night
Replies: >>264073
>>264072
Where the fuck are you going to get a server license and a hundred anons willing to use voice comms?
Replies: >>264074
>>264073
Don't you just need a license for the server browser?
Replies: >>264082
as in self hosting your own server doesnt require one?
Replies: >>264082
>>264074
>>264075
You need a license to get the server files. You could host with a client but it would probably be half broken.
Replies: >>264115
>>264082
Isn't the client just restricted to LAN? There's workarounds if so
Replies: >>264117
>>264115
No.
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What would you niggers want to play if there was a redo of the PS1 gamenight?
I personally thought CTR was pretty lackluster and all the other games consistently missed.
The most fun I had with from what I can recall were Crash Bash, Rakugaki Showtime and FEEFA.
Replies: >>265725
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https://www.aqtiongame.com/
For your consideration
Posts earlier in the bread have inspired me to bost a slightly updated list on the absolute state of Gamenight emulator netplay, might be a good idea to include a short abbreviation in a future OP.
For starters, "netplay" in Gamenight terms ought to be distinguished into

>"Pure" netplay

Passes control inputs over the Internet between emulators in order to simulate couch multiplayer, the emulated games are completely unaware of the networking shenanigans and simply respond to player inputs.
This is the simplest, "purest" and most direct form of netplay but also the one with the most severe effects when Internets are slow or packets get lost, for in order to work as intended all players' emus need to have their inputs perfectly synced. Methods to account for and mitigate lag via rollback netcode and savestate resyncs exist but are not always implemented properly across most emus.
In hostan and playan terms netplay has the advantage of theoretically working across any given multiplayer-capable emulatable console game, but at the same time being dependent on the emulator's server-finding/matchmaking, netcode and in-session UI for chatting with anons.
Games might also not always be suited for netplay from a gameplay standpoint due to simply not being built with Internet multiplayer in mind or being otherwise limited by splitscreen constraints.

For hostan direct P2P netplay is available in nearly all emus with netplay functionality, this involves port forwarding on the side of the host and giving away his VPN IP address for anons to connect to. Many emus also have relay servers if port forwarding doesn't werk or posting IPs publicly isn't desireable, these range from simple IP hashing+forwarding to the more common input relays.
Relay servers often come with an optional public server browser and password protection, which eases hosting requirements tremendously provided the server doesn't have tranny wordfilters or retarded discord invite premium shenanigans which the vast majority of public netplay relays don't.
Some of these may require signups with proprietary niggervices, but surely no one here would be retarded enough to do that.

Regarding netplay-capable emulators, there's

<Dolphin (Gamecube)
Boss nigger of 6th gen console emulation, it has a highly advanced built-in netplay suite with a proper UI, server browser, relay-server-less non-port forwarded hosting, fucking GBA-GCN emulation that works in netplay, good chat interface, solid netcode and runs most Gamecube games with no issues.
The problem?
Fucking thing can't resync a desynced session because sending savestates over the network for clients to roll back to is hard, and if the host quits or disconnects the entire session crashes with no survivors.
If not for desyncs being much rarer than in other emulators this would render Dolphin unusable for Gamenight purposes, but as it stands it barely manages to coast by.
Wii games can be played over Netplay, but Wiimote use is highly experimental and generally not recommended.
Avoid if your Internet a shit.

<Mednafen (Multi-system)
Highly capable emulator emulating over a dozen systems ranging from the 3rd to 5th gen with the objectively best netplay out there.
Unlike most "pure" netplay implementations Mednafen relies exclusively on relay servers, it has built-in chat, password protected sessions on public servers, automatic buffer management, host migration and savestate rollback/resyncing which can keep a game running flawlessly as long as at least one user is still connected to the server.
The problem?
It's a command line exclusive application, the use of which has caused many a grievance with the sadly intellectually disinclined modern population of anons.
While starting the emulator can be mitigated by setting up the .cfg properly, any alteration done to game-relevant settings by an individual user will not be synchronized or even reported upon connecting to a server, which can lead to unchecked desyncs that may or may not be difficult to diagnose.
The other issue is that while Mednafen's PSX, Saturn and PCE emulation is considered top tier, its other cores are usually old versions of other emulators forked more than a decade ago with sub-par maintenance performed since then, leading to the possibility of encountering bugs that the mainline versions fixed ages ago.

<RetroArch (Multi-system)
While it's extremely unlikely for there to ever be a successful Libretro Gaynight on account of RetroArch being RetroArch, an entry is warranted if only to discourage Anons from using this pile of shit.
RA has its own built-in netplay implementation that in theory should provide a decent rollback experience across a wide array of cores...keyword being theory.
In practice, RA is by far one of the niggest experiences that serves as a perfect example of the pitfalls found in modern software development.
For one, RA's UI is niggerlicious to the max for users unaccustomed to it with its Netplay section being no exception.
Said section has various internal settings exposed to the XMB-tier UI that while certainly useful for someone would really do with some better labeling and less outdated/wrong terminology at times, with the desktop UI not helping due to using the same basic arrangement as the default UI.
Then, the in-game UI is barely existent with only basic default-font-with-no-hightlighting chat text temporarily displayed prior to fading away, there's no on-screen diagnostics to analyze the clusterfuck you're likely to run into nor are there any actually useful messages aside from a client ping display and popups whenever it resyncs every 5 seconds or so.
Contrast this with Dolphin's great imgui chat window making perfect use of the black bars found when displaying 4:3 games on 16:9 displays while still being decently colored and highlighted to be used with widescreen hacks, or Mednafen's striking yellow pixel font with strong highlighting that is easy to see at a glance and comes with a syntax covering everything you'd need for netplaying.
Of course, on the civilized and modern RA one has to navigate half a dozen sub-menues just to do what Mednafen can do with a few chat commands, which is assigning controllers to different players.

And after all that retardation, what do (You) get? An unplayable fucking mess with fluctuating input lag that shouldn't fluctuate, rollback stutter up the ass and very visible resyncs every 3-5 seconds until the Brazilian/Smartphone user/Person on the other end kicks you from the session or closes it outright.
Or you don't get any noticeable stutter and the preset input lag you configured only for every time you pass the sync check interval either (You) or your client get unceremoneusly resynced all over the place only for the sync check to sometimes fail with both you and your client then "winning" a KR match before RA syncs you back together in the menu.
I primarily attribute this behavior to the netplay code having been barely maintained for years due to its author leaving after another encounter with TwinAphex' idiotic antics, and RA's critical lack of documentation/policy regarding settings+content sync.

Now any moderately sane emulator will only permit a netplay session between users using the exact same content and the exact same version of the emulator, for both consistency and savestate compatibility purposes.
Ideally game-relevant settings should also be synced to ensure smooth operations, which is where Mednafen falls short and Dolphin excels before fatally desyncing.
Where, thus, does RA fail so critically?
The sub-par settings sync that's kind of there but also not really?
Nay, RA due to its nature as a frontend for emulator cores DOES NOT ENFORCE IDENTICAL VERSIONS OF THE SAME CORE BEING USED because THE GAY NIGGER BUILDBOT USED BY ITS OWN CORE DOWNLOADER+UPDATER DOESN'T HAVE AN ARCHIVE OF WEEKLY/MONTHLY/ETC. "STABLE", "BETA" AND SO ON RELEASES so USERS WOULD HAVE TO DOWNLOAD THE LATEST NIGHTLY OF A GIVEN CORE RIGHT BEFORE LAUNCHING A SESSION IN ORDER TO BE IN SYNC which CAN LEAD TO ALL SORTS OF SHIT BECAUSE LIBRETRO CORES RANGE FROM UNMAINTAINED-FOR-YEARS TO 30+ COMMITS/DAY looking at you FBNeo or the wise developers could just throw caution, reason and logic into the Ganges river and allow users with differing core revisions to shit on the same spot because surely nothing could wrong!
And let's have the ARMv7 smartphonejeets, M-series Macfags, Wangblows 10/11 Amazon warehouse slaves, Windows 7 anikis, Linux-using MIT niggermonkey atheists, Chinese handheld ricers, Switch homebrew developers kidnapped by NoA-paid mercenaries and Raspberry Pi Hipsters all shit in the same tub to celebrate diversity while we're at it, for multiculturacism is our strength!

Sadly the implementation's design probably isn't chromosomally deficient by itself as it does follow the typical rollback netcode conventions and can in very, very, very rare circumstances even result in a playable experience with almost no lag and only a few minor resyncs in spite of a 300ms+ ping, but still remains hampered by being part of RA/Libretro.
Also RA Netplay isn't white enough to support analog sticks, probably to the benefit of mankind as a whole.

>Arkadyzja (PSX, Dreamcast)
An emu frontend cooked up by some Pole, it has Netplay, fightan matchmaking, a server browser and chat for PSX (Duckstation) and Dreamcast (Flycast).
This is as far as I know the only way to netplay Dreamcast games using 4 players while also the only non-Fightcade DC netplay implementation.
Was able to get it working in a basic fashion back in Summer but I don't play fightans and have no idea how reliable 4 player netplay is over longer sessions.


>LAN netplay

Tunnels local ethernet packets over the Internet in order to simulate a LAN without the game knowing about it, usually through a relay server if more than 2 players are desired. This permits the use of more online-esque game design with games able to employ actual latency+packet loss tolerant netcode along with custom UIs and other things while at the same time not being bound to a central dedicated server aside from a simple, generic packet relay.
While in theory this approach could be the best of both worlds, in practice it varies heavily per game as there are still several things LAN games don't have to account for that WAN games do, the biggest of these being latency.
On a real CAT5 LAN latency between peers is easily in the sub-5ms range with packet loss certainly possible but rarely encountered, meaning that LAN netcode requires nowhere near the kind of latency and error tolerance that the WAN equivalent does in order to work in its intended environment.
The good thing here is that many games with LAN support usually just re-use the WAN netcode if one is available which is good for Gamenights, but when a game either doesn't have a WAN mode and/or takes the shitter route in either netcode design or QoL features then you may have games with barely useable ingame chat and sessions that crash when a single user abruptly disconnects because you wouldn't do that when playing with your homies downstairs back in '96.
LAN relays while trivial to set up locally in theory have also become a hotspot for jewish interests due to their heavy use for VPNs and Corporate purposes, so setting one up for a given game can quickly run into proprietary SaaS niggatry outside of emulators.

As for software, there's

<Yuzu/Ryujinx' LDN
Emulates the local wireless networking protocol of the Switch, either on an actual LAN with the possibility of connecting emulators to real hardware or tunneled over the Internet.
Used to be Yuzu-exclusive outside of patreon, but with the shutdown of Ryujinx its own payware LDN code has been merged into public forks.
Both emulators implement the protocol to the same degree, but neither emulator can connect to one another over the Internet using LDN.
Ryujinx also lacks the neat server browser full of illegitimate Chinese serbs still hosting in spite of all the dumb gweilo lawsuits with only direct connections via code working, but that shouldn't be a problem.
In the case of MK8D local multiplayer on Yuzu works astoundingly well over the Internet with the LDN protocol being arguably more tolerant of bad connections than many dedicated online games.
<DOSBox' IPX tunnel
IPX Tunneling over layer 3 with a variety of simple relay server implementations available. Fine by itself and works across a variety of forks, but limited by the sophistication and lag tolerance of individual games.
<Wireguard
VPN built into the Linux kernel and also available on Wangblows, as a proper VPN protocol this requires a whole range of certificate and networking autism to set up on the hosts' part alongside having to hand out keys to individual anons prior to a prospective Gamenight.
Supports everything on LAN while encrypting all data sent, but comes with a range of potential security issues if the host isn't Terry enough to cleanse his network of (glow)niggers.
<l2tunnel
A much more simple tunneling tool, it essentially does the same thing as Wireguard minus all the VPN autism because you're trying to play emulated/real Xbox games over a virtual LAN not train AIs to run crypto scams for Mossad.
Originally intended for Xemu, it can theoretically work with any game over LAN after port forwarding on the hosts' part except for those that use more than 1 port simultaneously such as anything utilizing UPnP so fug.
<Paid for VPN services offering easy layer 2 tunneling for gayman
Nigger just rent a VPS and host some Killing Floor at that point.

>"Netplay"

This would be games connecting to a dedicated domain name server that in practice functions similarly to a relay, albeit with additional features such as a generic matchmaker and session password system usually accompanied by various per-game fixes/additions.
Not really "Netplay" per se, but it's functionally different enough from normal non-netplay games to warrant a mention.

Available services consist of

>Wiimmfi
Recreates the Nintendo WFC for use with Dolphin the Nintendo Wii and melon DS(i) stop mentioning emulators, emulators are bad and le illegal I will of banned you and reported to teh FBI!!!1 t. Wiimmfi mods.
In 99% of games it functions like a glorified LAN with Soy thrown into the mix, your emulator/console will register its own Friend code in addition to some per-console UID only found on real, genuine Wiis when trying to play sacred Mario Kart Wii upon first connecting which can then be used with any supported game.
Works well outside of Mario Kart and while not every game is fully supported what does work usually werks, but you're console/emu's name will show up in the public user list when connected.
Also in case you haven't gotten the memo yet stay the flying fuck away from MKWii there, that game's moderation is exceedingly autistic with automatic bans for using a VPN or loading an illegal track from an outdated modpack, using anti-semitic shortcuts, or driving backwards in a race which is a dangerous microaggression and not allowed.
Other games including the entire supported DS lineup don't seem to have any moderators, but still.
>RPCN
Recreates the standard matchmaker used by the majority of PS3 games with online multiplayer support, currently exclusive to RPCS3.
Supposedly works well in games it supports, but it's exclusive to RPCS3 and as such neither toaster nor retard friendly.
>PS2Online
Same as RPCN/Wiimmfi but for the PS2, this one though works on both PCSX2 and real PS2s.
Unfortunately many online-capable PS2 games either have PC versions with dedicated servers available or lack essential Gamenight tools such as ingame chat or mouse+keyboard support in case of shootan gaem, friend lobby support also isn't found in every game.
PCSX2 itself while being far better than it used to be 5-6 years ago is still considered heretical by some anons.
>DCLive
Recreates Sega's Dricas/SegaNet/Dreamarena servers for various Dreamcast games. In most games it's similar to the above entries with the required DNS address built into the Flycast emulator, but Phantasy Star Online has its own dedicated server with its own community in addition to various DRM hurdles made by Sega, not the private serb admins so anyone wishing to host a Gamenight for that specific game better use the PC port.
Online MP sophistication also varies across games.

>Not netplay

Any normal PC/Console game that uses dedicated servers.

Ex.
>SRB2Kart
>DMM
>Sven
>L4D2 etc. etc.

>>265676
There's that CTR semi-decomp thing with full 8 player online races using modded Duckstation, but I've never tried it and so don't know how gamenight compliant it is from a practical perspective.

Speaking of decomps sm64coopdx now has a vanilla Kaizou gore mod that might be fun to shitpost around in.
Replies: >>265978
>>265725
You should add Insignia to that. It's an Xbox Live replacement for the OG Xbox. It works great on real hardware and Xemu. I'd be down for a Halo 2 gamenight
Replies: >>265982 >>265985
>>265978
Does Insignia permit the use of no-no words in friend lobbies though?
Replies: >>265984
>>265982
I haven't heard of anyone getting banned.
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>>265978
If we're entertaining the idea of playing >Halo, ElDewrito was picked up by a new team that backported fixes and content from the Masterchef collection, including Campaign and Firefight support.
Replies: >>266058 >>266070
>>265985
There's also project cartographer, or just cracked MCC.
Although personally I like the novelty of playing on an OG Xbox.
Replies: >>266070
You niggers up for sum sm64coop this weekend?
>>266060
Why not?
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>>266060
Sure, go ahead.
>>265985
>>266058
Why not just Halo Custom Edition which has over 20 years of mod support
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>>266060
Go for it.
>>266060
If I can play, think I got banned last time.
Replies: >>266085
>>266084
I don't recall there being any bans.
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>>266085
Stopped being able to connect to the master server after having nigger in my name.
Replies: >>266087
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>>266086
wew
Doesn't the client support direct connect? IIRC that's what we did the last time.
>>266060
You should do it using the funny one bb13 lor whatever its called
Replies: >>266091
>>266089
>B3313
That mod triggered the sm64coopdx admin's so hard they shoah'd it from their website, ostensibly due to muh copyroight while at the same time admitting to being offended by a score of 9 year old edgelords.
While the mod can still be found elsewhere it hasn't been updated to my knowledge and is rather broken on current sm64coopdx so I'd rather not.
Replies: >>266093
>>266091
Why are modders such fucking nofun faggots
Replies: >>266097
>>266093
It's not the modders' fault, the sm64coop mod repo head admin who also happens to be a sm64coop dev threw it off the plane himself.
B3313 1.0 coop never ever though I wouldn't discount an enhanced "port" using ChatGPT for genuine autism from happening knowing the M64 community.
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>there's an unofficial fork of RetroArch with Kaillera shoved in
>it can into 4-player Dreamcast, N64, PSX netplay
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>>266060
try the gore mod, it's funny i promise
if you're going vanilla the brutal bosses mod is also fun to take on together if it wasn't shoah'd either, just don't mix the two together
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>>266060
Sorry for not making a bread, I was fug and not able to Gamenight the past week.
Will bake bread tomorrow provided my intestines don't shit themselves.
>>225907 (OP) 
This is a really dumb question, but several years ago we had an Unreal Tournament 2004 game night and it was really fun. However, in my retardation, I deleted the files while organizing my hard drive. Does anyone have the torrent/game files for the installer?

I don't need the dozens of custom skins that one dedicated anon made (though I'll certainly take them), but I'd just like to have a complete version of a classic game.
>>267367
Didn't that one just use the GOG installers? Apparently it's been delisted from the store put it should still be on gog-games.
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>>267367
Here's my copy: https://pixeldrain.com/u/9RBmzfut - archive's password is sleepy
Besides the game, it includes:
>Maps and models picked by the old hostfag, including official map packs and Henri's Brap House (December 2022)
>Custom models ported by the KF fag, along with some others (May 2023)
>Official Linux binaries
Alternatively there's this torrent with a GOG installer for the game, though without any of the stuff above, info-hash: e395a647997c5f5f64b5d9bca54a7a8e35756ac0
Replies: >>267385
>>267367
>>267379
You'll probably need this to launch the game or else it'll complain about a wrong CD key if you use the Windows version.
Open a notepad and save the block of text below as write_cd_key.reg, then double click the new file you saved and say yes to any warning.
Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Unreal Technology]

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Unreal Technology\Installed Apps]

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Unreal Technology\Installed Apps\UT2004]
"Folder"=""
"Version"="3369"
"CDKey"="3QHVC-DHA9K-A84RE-KYRT4"
"ADMIN_RIGHTS"="You need to run this program as an administrator, not as a guest or limited user account."
"NO_DISC"="No disc in drive. Please insert the disc labeled 'Unreal Tournament 2004 Play Disc' to continue."
"NO_DRIVE"="No CD-ROM or DVD-ROM drive detected."
"TITLEBAR"="Unreal Tournament 2004"
"WRONG_DISC"="Wrong disc in drive. Please insert the disc labeled 'Unreal Tournament 2004 Play Disc' to continue."
"YEAR"="2004"
Replies: >>267390
>>267385
You'll probably also need to do an INI edit to use the new master server.
https://ut2004serverlist.com/
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Apparently RetroArch's netplay works best when setting the permitted input delay to its maximum value of 15, which if I'm guessing right lets RA automatically adjust the input delay/buffer to account for up to 250ms ping.
This works decently in FBNeo, but other cores can be a mixed bag if they even allow netplay at all thanks to a number of undocumented changes.
Cores with no determinism are now completely shoah'd from netplay while some netplay-enabled cores also forbid cross-platform netplay, the latter would be a welcome change if only it were written down in the libretro docs to avoid pointless trial and error runs.
So far Genesis-Plus-GX is the only core I've found that explicitly forbids it, FBNeo, Picodrive and Snes9x don't seem to care.

With pad buffer infrastructure already present in some way it baffles me why the trannydevs at LR haven't fixed up lockstep stateless netplay, it has way lower hardware requirements than rollback and should work with almost every console/arcade core including those with analog input provided the automatic pad buffer adjustment isn't shit.
Replies: >>267442 >>267448
>>267441
I wish RetroArch had Fightcade's rollback. You constantly warp around no matter how low your ping is.
Replies: >>267470
>>267441
RetroShit aside, lockstep is something you implement with a game in active development, starting from the ground up.  Trying to shoehorn that kind of synchronization into an emulation of an already-existing system and binary program is a very tall order.
Replies: >>267450
>>267448
Isn't lockstep effectively how Dolphin netplay works? It still desyncs all the fucking time because the core is still not 100% deterministic.
Replies: >>267451 >>267456
>>267450
Willing to bet most of the desyncs are due to the netplay input code being 2.5-input-systems-in-1 spaghetti that barely works as intended t. made the FE9 gamenight shared controller hack and saw some retarded shit while debugging
Saw desyncs that were reproducible on vanilla builds and it fit with what I've seen in other gamenights. Had zero desyncs after completely sidestepping the issue.
>>267450
No anon, even if an emulator runs a system 100% deterministically it would still be a stretch to call its netplay "lockstep".  Why?  Because it can be disrupted by the natural stochastic lossiness of internet packets.  Fundamentally, most games written for the Gamecube (or any other game designed for offline play) were never designed to have a space for processing and error correction between detecting a player input and responding to that input with normal game functions.  That's why emulators invariably are forced to either separate inputs at a level between emulator receiving the inputs and passing those inputs to the game program with a delay to compensate for potentially faulty packets, or to judiciously create and monitor game states between the clients and load a previous game state when a hash check between the clients is failed (people call this "rollback" now but it predates GGPO by decades).  Emulators are trying to deal with the problem of two or more programs running on separate machines without the ability to reach into someone else's game code and perform more thoughtful error correction.  Emulated netplay will always be a sort of hacked-on addition and necessarily less capable than building netplay from the beginning of game development.
>>267442
What might "fix" some of RA's netplay issues would be loading a small dummy rom running some deterministic RNG with a randomly-generated seed synchronized between server and client(s), have it finish execution followed by a savestate check to see if everyone's output lines up, then dumping any client that can't into determinism before starting a session or having a client join an active one.
Replies: >>267548
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>>267470
>try editing core .info files to make RA think non-deterministic cores can into netplay to see what happen
>netplay initialization still fails with an error message saying the core doesn't support netplay
>look through the various config files to see if I missed some weird debug setting regarding netplay
>can't find any
>skim through the source code
Granted I am not white enough to properly read the C syntax, but from skimming through netplay_frontend.c RA already performs various serialization tests when initializing netplay with the cross-platform error message alongside another one regarding endianness present.
Oddly enough editing the config files does permit the use of runahead on unsupported cores, in the case of mupen64plus-next this sort of works in single instance mode but with severe performance penalties while dual instance and preemptive frames crash outright.
Replies: >>268184
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I miss the Vintage Story Server.

Maybe we could get a new one sometime this year. especially with the new Lore update and dungeon.
Is openspy any good?
>Retroarch's Genesis Plus GX core can't into crossplay between Linuchs and Wangblows
>except when running RA through wine
Strange. Could it perhaps be some save state memory format issue?

From further testing it seems that RA's netplay is tailor made for the FBNeo core, which is the only one I've seen actually perform as intended with little overt warping even at high ping, though with little consistency because the RA netplay community is divided into 50 different versions 80% of which are ARMv8 shitters running off a wireless connection barely penetrating an Indian-made faraday cage so expect your decently working 2-player game of Final Fight to devolve into an epic lagfest once a huemonkey and his beniszuelan friend join in.

Snes9x and Genesis-Plus GX can range from sort of ok to unplayable, they're not as smooth as FBNeo but good enough provided the Internets and RA frontends on both ends are also good enough and preferably of the same or at least a similar enough platform.
Picodrive supports cross-plaform netplay but unlike Genesis-Plus GX it jitters and warps all over the place rendering it barely useable outside a few lucky instances, and 32X appears to be completely broken there.

MAME against all odds does indeed support netplay, problem is barely anyone ever uses it on RA with the one (1) other person I was able to join a session with swapping to FBNeo due to excessive stutter and warping on top of being a fellow Linux user, hosting a MAME-exclusive mid-90s arcade game running on early 3D hardware only resulted in some guy from an earlier FBNeo session trying and failing to join, most likely from some kind determinism/platform check failure as RA does tolerate ROM checksum deviations to a degree and MAME-certified ROMs aren't exactly difficult to find.

PCSX-ReARMed supports deterministic netplay and is a frequent sight in the public netplay lobby, but I haven't managed to join any session because my entire PSX library is in the Nipponese.
Beetle-saturn supports netplay but baseline emulator performance is balls, and sadly no one seems to care about the PC Engine.
Replies: >>268184
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>>267548
>>267927
What's compelled you into trying to figure out RA netplay? Not that I can help you either, since I'm code illiterate.
Mednafen's netplay works alright and I don't see anything interesting on RA other than PS2 that can't be played anywhere else.
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>>268184
>What's compelled you into trying to figure out RA netplay?
Boredom and 'tism.
>spoiler
PS2 can't be netplayed on RA because the core isn't deterministic, and it's only a matter of time before PCSX2 officially merges Parallel-GS.
As for stuff that can't be played elsewhere, to my knowledge RA in combination with its gpSP core is the only fronted capable of genuine GBA Wireless adapter netplay using its Layer 2 tunneling netpacket interface, albeit with supposedly shit performance outside of pokemans.
Mednafen is good but doesn't have muh rollback and the emulator is fug when wanting to configure stuff on the fly, it also doesn't have a general-purpose arcade core and can't compare in terms of >FILTERS.
Netcode issues aside I think the legitimately biggest and niggest "fix" the libretro team could shove in there would be to throw every single wireless nigger off the network, for I can't see any other reason why some people run smoothly at 180 ping while others jerk harder than Joe Biden off screen at 70.
What I haven't been able to discern is if netplay on the MAME core fails if the game's driver doesn't support savestates, 闘新伝2's arcade release running on the savestate-less "preliminary" ZN-1 driver managed to get past netplay initialization just fine but no one on the public lobby is autistic enough to play such ancient meme shit.
If RA could somehow break that limitation then it could be a genuine alternative to existing netplay-oriented MAME forks due to RA's standard MAME core being a shallow, up-to-date fork of regular MAME unlike all the other MAMEs hardforked off of older releases.




Occasionally there's a guy on the public netplay lobby playing Brigandine's English patch from the PSX gamenight over a year ago.
I find this mildly concerning.
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