Version 2 multiplayer servers
<div id="bridgedd"> <div class="excerpt-title">This is a blog excerpt. <a href="http://dengine.net/blog/2016/11/version-2-multiplayer-servers/" target="_blank">Read Full Article</a> </div> <br /> <p>Yesterday I merged a work branch where I've revised the way information about multiplayer servers is stored and distributed. The changes from “mp-serverinfo” are available in <a href="http://files.dengine.net/builds/build2144/">build 2144</a>.</p>
<p>There are some important changes to discuss. Doomsday 2 servers are now incompatible and separate from Doomsday 1.x servers. Doomsday 2 uses a new status information format, new master server web API and new, compressed LAN broadcast messages. Doomsday 1.x clients will therefore not detect Doomsday 2 servers, and cannot query information about them (and vice versa). </div>
<p>There are some important changes to discuss. Doomsday 2 servers are now incompatible and separate from Doomsday 1.x servers. Doomsday 2 uses a new status information format, new master server web API and new, compressed LAN broadcast messages. Doomsday 1.x clients will therefore not detect Doomsday 2 servers, and cannot query information about them (and vice versa). </div>
Comments
I still haven't finalized the Multiplayer tab of the Home UI for 2.0, so I might still add controls for choosing your client-side additional resources. This is a bit tricky, though, because some resource packs make changes in the game data that lead to incompatibilities on the client vs. the server, which may cause various issues and/or a crash.
Then there is also the in-game Packages sidebar that can be accessed via the DE menu button, where you can load and unload packages. I haven't really tested that while an MP game is running, though.