Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://github.com/qbasicer/qzdl/releases/tag/v3.2.2.2-stable
http://nephrite.uk/arachnotron
ZDL is probably a little easier to configure if you know what you're doing, although Arachnotron does give you more on-screen explanation of its options.
You'll need to tell both to use your hedon exe as the engine/source port, hedon ipk3 as the iwad, and hedon pk3 as an external resource/pwad.
Anyone intending to join your server will need to create a shortcut to their hedon exe with the command line option -join, followed by the server's IP address. Obviously, you will also need to make sure your router/firewall is configured to allow them to connect to your machine.
You can find more on the subject here: https://zdoom.org/wiki/Multiplayer
A few Hedon-specific things to note:
The game was not designed for Multiplayer *at all*, so a number of things are buggy or outright broken. In particular, many scripted events will only effect the first player to trigger them, which mainly screws up the game's key plot points.
Quest items are usually unique, meaning that when one player picks it up, it's gone. For this reason, you'll need to either need to decide which of your players is going to be the quest-item-grabber, or you'll need go into the options menu and bind a key to drop item, allowing you to pass objects to eachother.
Perhaps someone will mod in an item to teleport players to one another. That would allow players to work around most of the problems.
Host for the ZDL Session will need to configure a Co-Op Session in ZDL. The connecting player needs to connect to the Host IP as a "Single Player" Session. Once both players are connected to the server on ZDL and in game together, the Host should press Esc, go to Options > Gameplay Options, and configure the flags in there according to their preference. The Host should take time to carefully go through the list of Flags and enable/disable the ones they prefer.
Ones I used for Co-Op are: Weapons Stay, Spawn MultiWeapons, Items Respawn, Big Powerups Respawn.
I'm still testing out some Flag settings, so I'm not certain yet whether or not Allow Health, Allow Powerups, and Allow Armor are needed, but I enabled those too.
All Keys remained so we could both grab them, the Pickaxe and other Tools / Essential Items respawned so we could both have them, and the weapons stayed on the ground after one player picked them up so we could both acquire them. Only one player should be doing the events that require collecting resources and such for certain progression. We did encounter, there may be points where both players will have to do this separately in order to progress, but make sure you do them shortly within each player completing them. Meaning, both players should gather all necessary items as requested, and complete the steps together after both players have managed to acquire the needed Items/Keys. My suggestion would be to hang out near the Key Item Spawn after one player has grabbed it, and let it respawn so both can have it before moving on. (Read the Notes/Scrolls left around as much as possible when you find them, they hint at what you should both be keeping an eye out for! Once a Player picks up one of the listed key items that stands out, that should be a good indicator.)
That being said, both players should stick together as much as possible to ensure all scripted and story events trigger for both players, and they are both present for them to happen. Such as, not getting locked out of certain events due to room closures, or the general atmospheric events that occur within Hedon. A player blasting ahead of another will ruin the game, both for the story driven experience of Hedon, and the Network Session.
Oh, right, you have to manually the engine - https://steamcommunity.com/app/1072150/discussions/0/5962175849942489566/