Been working on the Multiplayer side of DirectQ today. ProQuake scoreboard ping is going to be in there as well as maybe a few more ProQuake client features. I have no idea about ProQuake servers though, so it's needed to go away for testing before I can confirm whether or not it actually works. I really do need to read up on this myself though.
I've also finally fixed the crash when you connect to a server but don't have the map it's running. Now it just gives a Host_Error instead. Some day I'm going to do auto-download, but not today. I like the idea of auto-download, but to be compatible I need to find a library that I can statically link to - I'm very much against the notion of DirectQ requiring extra DLLs in your Quake directory.
This is something where I wish that the clients that currently do auto-download had copied the Q2 method instead and used an svc_download message; but even so that would have required server modification too. Ah, the joys of ancient game engines and legacy technology!
One other thing - I'm going to need to do further testing of DirectQ's online performance. Right now it's net buffer sizes are set up for extended protocols and huge maps in SP, which may be causing some issues with MP games. Overall the net buffer sizes in ID's Quake code are a mess - there's something like 611984361 different #defines that they depend on. It'll require some careful work to rationalize this properly...
Thursday, March 11, 2010
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Posted by
mhquake
at
11:52 PM
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4 comments:
Sounds good and I'll be happy to do some pre-release testing ;)
So check your PMs on QuakeOne then. ;)
Will do soon! I'm in the middle of setting up new pc right now.. ;)
Done and replied :)
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