Edited February 29, 2020 by Gokuma
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Dude, the is awesome! you gotta call us how you regulated it. For me, one screen constantly seems come take complete priority (well, last time ns tried it anyway which to be ages back now)



It"s all in the video description. 3 details console commands are vital. Whichever one is your real existing active home window is controlled by mouse & keyboard so girlfriend make sure the host player home window is the active one. The console commands allow the gamepads come still control the others, updates the screens of noncurrent windows, and plays their sound (so disable or mute music in all yet the host window).

You are watching: Doom split screen pc

Edited February 13, 2020 through Gokuma
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Dude, the is awesome! friend gotta tell us how you managed it. For me, one screen constantly seems come take complete priority (well, critical time i tried it anyway which was ages ago now)


From here (note this actually only works in LZDoom, GZDoom doesn"t actually support this atm iirc):

Fake splitscreen support: you need to permit the "vid_activeinbackground", "i_soundinbackground" and also the new "joy_background" cvars.Start two copies of LZDoom from various folders (e.g. V ZDL), one v -host 2 and also another one with "-join 127.0.0.1". You need a twin core CPU, you"ll probably gain the ideal results using software application D3D and setup "r_multithreaded" to 0. Collection player two to usage the gamepad (left stick to move, ideal one come look around) and give the focus to player one, functions for DInput and also SDL.
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Gokuma



Gokuma

picnic bench lordRegistered: 05-00
Posted February 13, 2020(edited)

I found out those console commands thanks come TDRR ~ above the Zandronum.com forum as listed in the vid description. Yet that original post around the LZDoom update adds the info around the r_multithreaded command. I simply took this a tiny further with 3 player for this reason far. You can likewise do something choose this with coco Doom and also I attached to a video of that.

 

(Been repeatedly editing and enhancing the description for accuracy and an ext details in gaining it collection up)

Edited February 14, 2020 through Gokuma
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Immorpher


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Immorpher

Forum RegularRegistered: 06-18
Posted February 14, 2020

Interesting! ns messed about with separation Screen ZDoom (SSZDoom) for this reason its pretty to have actually this option too :) . Now just to get someone to come over and also play part Doom!


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drfrag


drfrag

MemberRegistered: 06-04
Posted February 16, 2020(edited)

You need to collection axes to none for each controller in the various other instances. There"s assistance for 4 (due to restricted buttons) DInput controllers and XInput too in the next release (but they currently worked as DInput disabling XInput support).

 You must setup the buttons because that each player of course. And disable music because that all yet one.

 It"s a little tricky, also works in RUDE yet it"s way more restricted (and easy to setup) because of viewport no being resizeable (but there"s widescreen now). Over there you require to set different controllers in setup. And also being lightweight requires less horsepower.


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cambreaKer


cambreaKer

Forum RegularRegistered: 12-16
Posted February 16, 2020

what is that map in the video?


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Gokuma


Gokuma

picnic bench lordRegistered: 05-00
Posted February 16, 2020(edited)

UPDATE: that is released!

Latest variation isn"t exit yet yet here:

 

 

Edited march 15, 2020 through Gokuma
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Gokuma


Gokuma

picnic bench lordRegistered: 05-00
Posted February 29, 2020

Got 4 players working easily! watch top write-up for video of a Doomguy totem pole.

 

Unfortunately player 1 has to use key-board only till I obtain a an excellent USB hub to use the mouse with this many players.

Still would be nice to use two of these PS3 style ZD controllers instead of one and the N64 controller.

At time of video clip I had the turning sensitivity set means too high for the N64 though.

Player 4 is utilizing a PS2 controller and also my one Radioshack adapter the still works (other one walk defective).


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taufan99


taufan99

Senior MemberRegistered: 06-15
Posted February 29, 2020

That"s impressive, even if somewhat CPU- (and device-)demanding!


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Gokuma


Gokuma

picnic bench lordRegistered: 05-00
Posted march 1, 2020(edited)

Looks choose as of some hours ago, controller support just got better in LZDoom:

https://www.neurosoup.org/forum/topic/102592-lzdoom-385-released/

 

So currently I"ll probably have the ability to use both my ZD controllers, and with them and also the PS2, I"ll have actually PS2/3 layout controllers for three of the players!

 

Here"s the configuration ns use:

Left stick = forward/back + strafing movement (Default)

Right rod = transforming + freelook (Default)

R1 = Fire

R2 = AltFire

L1 = following Weap

L2 = Jump

Select = Open menu (like Esc) *

Start = Pause

 

In the four switch layout:

Bottom/X/A = Use/open

Left/Square/X = facility view

Top/Triangle/Y = previous Weap

Right/Circle/B = back out of food selection *

 

D-Pad/Directional:

Down = 180 turn

Left = Scoreboard

Right = Chasecam (Works in Coop. Disabled in DM)

Up = Map

 

* this are set for player 2 / the very first ZD PS3 compat controller, most likely default pleasure settings,

but ns couldn"t uncover how to set them because that player 4 / the PS2 controller.

They"re not important since you have the right to just alt+tab come whichever home window to configure things using the keyboard.

See more: Which Of The Following Accurately Describes Kidney Function? ?

 

Of food this means 4 player Heretic, Hexen, Strife, etc. Too! The other games require added buttons but there"s plenty to work-related with and also you have the right to swap out part unnecessary stuff.