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quake:cooperative [2012/02/18 08:49]
Spirit this and that
quake:cooperative [2012/02/18 12:31] (current)
Spirit added colors image
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 === NetQuake === === NetQuake ===
 {{ :​quake:​nq_coop2.png?​direct&​200|}} {{ :​quake:​nq_coop2.png?​direct&​200|}}
-NetQuake differentiates this by your skin colors (no, not that!). You can set your pants and upper body to a range of 14 different ​colours ​(0-13). To be on the same team means that you must have the same colors. So make it easy and just make all players ​use white. You can either use the menu (Multiplayer -> Setup) or the console ("​color 0 0") to achieve that.+NetQuake differentiates this by the color of your pants. You can set your pants and upper body to a range of 14 different ​colors ​(0-13). To be on the same team means that you must set the same color for the pants for all players. You can either use the menu (Multiplayer -> Setup) or the console ("​color ​shirtcolor pantscolor",​ where shirtcolor is a number from to 13 and pantscolor is the same, for example "​color ​4" ​for white shirt and red pants) to achieve that.
  
-TLDR: All players need the same color: "color 0 0"+{{:​quake:​netquake_player_colors.png?​direct|}} 
 + 
 +TLDR: All players need the same color for their pants: "color 0 0". The second number sets the pants color. Brown is not an option.
  
 === QuakeWorld === === QuakeWorld ===
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 Be aware that you will still be able to telefrag eachother, so watch out. Be aware that you will still be able to telefrag eachother, so watch out.
 +
 +Also sadly you will still hurt the player'​s armor. So even if you cannot kill eachother, try not to hit your friends.
  
 And if you would like to play maps and mods that breaks Quake'​s old limits and standards with a dedicated server, prepare to fail miserably. You probably have the best chance to successfully player modern custom content (breaking old engine/​server limits) with Darkplaces. But then that itself might happily break your map/mod. Some other engines support new network protocols that should handle these, for example Quakespasm has ''​sv_protocol 666''​. If you can, try to use an officially supported engine (check the maps' readme) and simply use the menu to setup a "​listen server"​. And if you would like to play maps and mods that breaks Quake'​s old limits and standards with a dedicated server, prepare to fail miserably. You probably have the best chance to successfully player modern custom content (breaking old engine/​server limits) with Darkplaces. But then that itself might happily break your map/mod. Some other engines support new network protocols that should handle these, for example Quakespasm has ''​sv_protocol 666''​. If you can, try to use an officially supported engine (check the maps' readme) and simply use the menu to setup a "​listen server"​.