Tuesday, August 5, 2008

Play Tests

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.

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