Sunday, November 22, 2009

FitzQuake Protocol Network Testing

Network testing of my implementation of the FitzQuake protocol has now - finally - been carried out. This comprised connecting DirectQ clients to FitzQuake servers and vice-versa. Happy to report that all went well.

One or two new bugs got thrown up by this in other areas however; one to do with skin changing (I just hadn't updated the model name check to reflect the fact that I am now retaining ".mdl" on loadmodel->name) and the other relating to multiplayer menu layouts.

Fixing the multiplayer menus is a definite requirement for pre-release. Now, I know that there are people who have been playing Quake for 13 years, and none of this is difficult to them, but there are also people who haven't.

I have to say that Windows 7 networking is horrible. I can appreciate all the "homegroup" stuff for certain types of user, but sometimes all you want is to put in some IP addresses on the same subnet and have it Just Work.

1 comments:

=peg= said...

Hehe, I have in fact been playing quake for 13 years, but anything that makes it all easier or more user-friendly is a welcome bonus ;)