OK, I said I was taking a break, but one of the objectives in writing this engine is to create a Quake that I would like to play, and so today I played some Quake. First thing I did was set up a LAN and verify basic connectivity using a GLQuake to GLQuake test, which worked a charm. Then it went MHQuake to GLQuake, and finally MHQuake to MHQuake. Glad to say it all worked very well. Some slight glitches in MHQuake's handling of client updates - I need to wipe the entity states after a respawn, but nothing too serious. Also, looking at the old network menus is fairly cringe-inducing - they are pretty ugly compared to the new ones! I'm almost tempted to cut my break short and bring them up to scratch.
I'd like to find a way of identifying when an MHQuake client is talking to an MHQuake server, maybe by means of hiding a "magic bullet" in one of the entity updates, although that sounds a bit hacky. If I can get that, then Bob's yer uncle, and we have fair game at least so far as LAN work is concerned.
Tuesday, August 5, 2008
Play Tests
Posted by
mhquake
at
6:16 PM
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