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InsideQC Forums • View topic - CSQC client TO server approach

CSQC client TO server approach

Discuss CSQC related programming.

Moderator: InsideQC Admins

CSQC client TO server approach

Postby toneddu2000 » Tue Nov 11, 2014 11:58 pm

Hi guys, I'm using some little spare time to continue my personal quest to understand and expose my progresses about CSQC skeletal animations
but, today, I started weapons.

And I tought: "But, what if, instead of creating weapons in SSQC, I create all weapon code in CSQC and send only the infos that other players need to know (weapon used by player in that moment, origin - angles - velocity of bullets and so on)via SSQC?"
So I started think how to project the whole thing but I couldn't find any piece of code (I read most of all cleancsqc) that switches the connection client/server.

There's a way to create an entity DIRECTLY on CSQC and then send only updates to SSQC? I usually create an entity, I use SendEntity + WriteCoord/Byte/Stuff in SSQC and readcoord/byte/stuff in CSQC but this makes my idea just difficult to realize. I'd like to make physics projectiles that react to physics body!:D

PS: I use FTEQW

Thanks in advance for any input!
- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: CSQC client TO server approach

Postby andrewj » Sat Nov 15, 2014 10:10 am

I don't think this idea can really work. Quake engines are designed around the concept of the server having the definitive game state, and the clients being mere "viewers" of a particular subset of the game state. If you want better physics, then it needs to be done in the server code (SSQC or actual C code), not in the client code.
andrewj
 
Posts: 133
Joined: Mon Aug 30, 2010 3:29 pm
Location: Australia

Re: CSQC client TO server approach

Postby toneddu2000 » Sat Nov 15, 2014 10:32 am

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy


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