Forum

Few months of work on GLQuake. Next? Networking!

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

Few months of work on GLQuake. Next? Networking!

Postby JasonX » Sun Jan 09, 2011 9:32 pm

After a few months of work, i'm finally comfortable with my current GLQuake build. It's stable, less bugged and a little better, in my opinion. It's been fun and it's time to tackle a bigger problem: networking.

Where do you guys suggest i start? Are there any tutorials on porting QuakeWorld's netcode? What about listing and joining servers?
JasonX
 
Posts: 411
Joined: Tue Apr 21, 2009 2:08 pm

Postby Baker » Sun Jan 09, 2011 9:53 pm

With the same source that id Software released as GLQuake is the GL Quakeworld source code, it does all of the above.

GL Quakeworld is Quakeworld ported to GLQuake.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby Baker » Thu Jan 13, 2011 3:03 am

That being said, if you want to "man-up" check out ZQuake from the SVN.

https://zquake.svn.sourceforge.net/svnr ... ake/trunk/

It isn't "easy". Not at all. But it works [well, it has QW physics in NQ but it does single player pretty well]. ZQuake is remarkably highly modded for not being highly modded, it has substantial changes but does an impressive job of running NQ mods in a QW protocol compatible way.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am


Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest