Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

"Big Maps" FitzQuakeprotocol: [90/10 Non-Tutorial]

| Inside3d Forums Forum Index -> Programming Tutorials

View previous topic :: View next topic
Author | Message
--- | ---
Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jul 20, 2010 6:18 pm Post subject: "Big Maps" FitzQuakeprotocol: [90/10 Non-Tutorial] |

This is a 90/10 non-tutorial: it doesn't tell you what to do, but tells you where to look. It operates on the idea you have some sort of diff application like WinMerge. What This Does Implements the FitzQuake protocol, which is the ability to run super huge maps like:
1. Warpspasm (2007)
2. A Roman Wilderness of Pain (December 2009)
3. New Soul of Evil Indian Summer (December 2008)
And other giant maps like Laboratory X, Masque of the Red Death and some others I just can't recall.
This isn't going to work on memory impaired systems (PSP), slow systems (Flash), etc. It can work in software renderers but you may need to consult the source for "aguirRe Enhanced WinQuake" at: http://user.tninet.se/~xir870k/ to work out the specifics for a software renderer. aguirRe's Enhanced WinQuake can run all those maps too.
Sources Needed
1. FitzQuake 0.80 (source) - didn't have phat map support
2. FitzQuake 0.85 (source) - added the FitzQuake protocol to play giant maps
There are a lot of changes, they are all platform neutral and involve a lot of changed limits and #defines plus support for alpha and a couple of other fields.
You can read a discussion about the protocol by Metlslime (author of FitzQuake) here:
http://forums.inside3d.com/viewtopic.php?t=1799
And his documentation here:
http://quakery.quakedev.com/qwiki/index.php/Fitzquake_Protocol
Changed Files Relating To Protocol
1. cl_input.c (client writing the angles as a short)
2. cl_main.c (lerp flags, CL_ReadFromServer)
3. cl_parse.c (the client reads the bits, yada, yada, yada)
4. cl_tent.c (less spammy overflow messages, technically not required)
5. client.h (limits)
6. gl_model.c (limits higher on map load, etc)
7. gl_model.h (flags, clipnodes, limits)
8. gl_efrags.c (technically not necessary, warnings and messages)
9. gl_rmain.c (alpha and other new protocol flags support)
10. gl_rmisc.c (lerping stuffs)
11. render.h (flags, etc.)
12. common.c (MSG_Write, MSG_Read)
13. common.h ^^ that
14. host.c (technically not necessarily, msgs and so forth)
15. net.h (NET_MAXMESSAGE)
16. pr_cmds.c (protocol support)
17. pr_edict.c (alpha support)
18. progs.h (alpha and lerping)
19. protocol.h
20. quakedef.h
21. r_alias.c (interpolation and lerping)
22. r_brush.c
23. r_world.c (dynamic lights #define moved elsewhere and surely raised)
24. server.h (protocol and sign on buffer)
25. sv_main.c (protocol)
26. sv_phys.c (lerping)
27. sv_user.c (protocol + MSG_ReadAngle
28. world.c (clipnodes)
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> Programming Tutorials | All times are GMT
Page 1 of 1

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group