tomaz quake - multiplayer

Discuss anything not covered by any of the other categories.
Post Reply
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

tomaz quake - multiplayer

Post by ajay »

I'm trying to set up a LAN deathmatch with tomazquake but cannot get the joining in pc to find the one that sets up.
Darkplaces has no problems, is there something significantly diferent that means tq has problems with lan games?

thanks for any help, sorry for the lack of detail, I'm just going out shopping and must ru......./
MauveBib
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Post by MauveBib »

As it happens I never managed to get TQ to work in multiplayer either.
Apathy Now!
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Post by leileilol »

tomaz broke the multiplayer in 1.48 iirc

btw cheaphack has broken multiplayer too
i should not be here
Sajt
Posts: 1215
Joined: Sat Oct 16, 2004 3:39 am

Post by Sajt »

Not sure if the multiplayer works at all, but one thing - the 'impaim' cvar uses a different protocol when turned on, so make sure if the server has impaim 1 that the clients do too... (and make sure the clients are all TQ engines as well)
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Post by ajay »

This is quite fustrating. I prefer TomazQuake for lunkin mods as it has (imho) smoother movement from the keyboard when turning, and the lunkin model just seems smoother also. The lighting's better, but obviously that's fixable.
However Darkplaces has the multiplayer working, tq doesn't.
Bugger.
Tomaz
Posts: 67
Joined: Fri Nov 05, 2004 8:21 pm

Post by Tomaz »

*Tomaz sighs and guesses he should release a TQ 1.5*
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Post by ajay »

If you could it would fabulous.
:D
Post Reply