From: Seth G. <sga...@li...> - 2001-04-24 20:12:26
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On Tue, 24 Apr 2001, Mathieu Olivier wrote: > I must admit that I'm feeling uncomfortable about having two binaries > and no single player support without (probably) a big amount of work. > On the other hand, NQ network code makes it unusable on the net, which > is at least as annoying. Dilemma... Why do you find NQ unuseable on the net? Is it the firewall problem where an internet NQ server won't work behind a firewall that doesn't have special support compiled into it's operating system? (i.e. it has to be a Linux firewall or something, a standard router supplied by a DSL or cable internet ISP won't work) If that is the problem, then the solution I would recommend would be developing a new protocol, loosely based on NQ (at least so that NQ mods still work), with maybe some enhancements like supporting larger than +/- 4096 playable area coordinates. Another option you could think about is designing QC code that compiles for both NQ and QW at the flip of a command-line switch using a C compiler to pre-process the code with #defines and whatnot. This way you can simultaneously develop your game to support both types of engines. This means you don't have to pick any specific family of Quake engines, instead you can support any you like. This is something Alex Malmberg started doing for Open Quartz, but it hasn't been commited to CVS. __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ |