My fork lives here:
To be able to build it, you'll need Unity. If you can't already build the original master repo (https://github.com/David20321/7dfps) then I can't help you, as I am a Unity noob. However, it's entirely possible I didn't check in all the files I needed to, or didn't configure my Unity project correctly, so if you can build the master David20321 project but can't build mine, let me know!
Once you have it built, run it and host a server, then have a client connect to your IP.
You can probably also run it directly inside the unity editor, by opening the splashscreen.unity scene in the splash_screen folder and hitting the play button.
- Clients are pretty authoritative, which means that as a client you aren't exposed to much lag but the price is that it's totally insecure against cheating
- The player model is just the plain white physics capsule
- You share the same game world, when you die you simply respawn, loot spawns in the same locations for each player but you each get your own loot (i.e. if I pick up bullets, there will still be bullets there for my friend to pick up), I added a "sector" indicator to the top right UI so you can communicate with other players about where you are, you all spawn in the same sector
- When the server goes to the win screen by collecting all the tapes, all of the clients get left in a state with a zombie world; I'd love to improve this, but it didn't get in the way of my enjoyment
- Clients don't get some of the ambient turret and hover bot sounds because I didn't bother to sync them
- I didn't test more than 2 players, so that may not work
- I added a new NetworkManager script, modified many of the existing scripts to handle multiplayer synchronization, and adjusted prefabs/assets to contain networking components where they didn't before