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Merging QuakeWorld's client and server code into one exe

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Merging QuakeWorld's client and server code into one exe

Postby Logan » Fri Jun 24, 2011 11:15 am

Well, I've started to do some work on quakeworld lately. And I am stuck on a particular issue at the moment. I am trying to merge the client and server code into one executable (a la the non-qw code) in order to enable listen servers to work on QW :)

Now. I have the server code files compiling into an exe alongside the client ones, but I'm having a little trouble finding out where to begin (I've been testing my attempts at getting listen servers to work using the 'map' command in the client) and I was wondering if someone here could give some tips as to what I need to do? I'm still trying to learn my way around the engine so any help would be greatly appreciated

Thanks
Logan
 
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Joined: Wed Feb 24, 2010 8:22 am
Location: Auckland, New Zealand

Postby Spike » Fri Jun 24, 2011 11:56 am

cl_main.c's Host_Frame should call sv_main.c's SV_Frame or something like that.

(cl_main.c is to qw as host.c is to nq)


you'll probably need to fix up net_wins.c (or net_udp.c if you're on unix) to add proper loopback support.
Spike
 
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Postby Logan » Sat Jun 25, 2011 4:15 am

Cheers for the help so far :)

Well so far I have it calling SV_Frame() in host_frame. And it compiles and runs. However, once the game loads and the console comes up it hangs :| (the last message on the console is 'updated needpass' like it's running a dedicated server) Any ideas?
Logan
 
Posts: 8
Joined: Wed Feb 24, 2010 8:22 am
Location: Auckland, New Zealand


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