I Nominate
#1 posted by inertia on 2008/07/13 07:30:25
Spirit to setup a quaddicted server!
2nd That
#2 posted by ijed on 2008/07/13 08:56:51
With donations, blood sacrifice, gold bullion, whatever is needed.
#3 posted by Trinca on 2008/07/13 10:14:38
ye Germany server is pure fun ;) good pings at least for me :)
#4 posted by Spirit on 2008/07/13 10:24:59
There are a couple of KTX coop servers but it's a mod with different features so no good vanilla Quake coop: http://www.quakeworld.nu/news/326/
Oh WTF a WARPSPASM server! How is that possible. :o
excoop is a good mod, just bugfixes and stuff.
http://www.quakeservers.net/quakeworld/servers/d=coop/
These have truly gay mods running:
http://www.quakeservers.net/quake/servers/d=coop/
Honestly I think it would be a waste of time to setup. Not to mention that many recent maps won't be able to run. And that NetQuake sucks as network protocol whereas QuakeWorld rocks but not for Singleplayer/Coop.
Plus a quick coop game is easily hosted on a home connection.
#5 posted by Trinca on 2008/07/13 10:31:34
guess we need a good coder to fix netquake problem no?
or isn�t possible?
#6 posted by Spirit on 2008/07/13 11:34:05
Seems like that warpspasm server runs the maps in id1...
#7 posted by Trinca on 2008/07/13 12:18:08
roulfffffffff
spirit: internet connections and computers are so fast now, i can't imagine that the protocol makes much of a difference, but maybe i'm wrong. what makes netquake so inefficient?
also, why wouldn't recent maps work? don't most maps work with fitzquake?
And Speaking Of Money...
i wouldn't mind shelling out $5 a month for a good quake server to play on. with the amount of users on this board i bet we could coordinate a weekly quake night or something..
I Know I'd Pay Good Money
#10 posted by RickyT33 on 2008/07/13 14:45:03
to kill all you bastards!!!
#11 posted by negke on 2008/07/13 14:46:08
Netquake is lacking the client-side prediction the QW protocol has, which allows for fairly playable games even with higher pings. Internet connections are much faster now, but hosting a private game is still problematic especially for overseas connections.
Hosting a simple NQ coop game seems easy in theory (just create an MP game and let other people connect to your IP), but for some reason it always failed every time we tried.
So yeah, coop.quaddicted.com and dm.quaddicted.com with appropriate mod/map rotation please!
There Are A Lot Of Differences
#12 posted by bambuz on 2008/07/13 14:53:53
in summary quakeworld is probably the best multiplayer engine in use so far, since the server runs at high fps and also because of many other things made to improve playability. NQ is about a thousand times worse in every department.
The trouble is that the physics of QW are a bit different from NQ and that breaks many singleplayer maps, since you can move faster and make different jumps.
Zquake server can run SP mods with qw nowadays. I don't know what is be done with the movement and I think there might be an issue with the ssg spread, not sure about that though...
Spirit
#13 posted by dogToffee on 2008/07/13 16:25:43
Heh, not too sure about 'truly gay' but I know what you mean. (but I really know shit about coop servers) The Flanders Coop server is, afaik, a bastardised hack, (bit like Bigfoot's Euroquake) it has bugs but works for cheap thrills. Maps are getting stale and needs refreshing.
Interestingly, over all these years, I've often wondered if the Func people actually play MP quake (in any guise) although I've mostly played on euro servers.
I liked the physics/speed with QW, just couldn't gel with the playstyle compared to NQ. (but that's another old, old argument)
Also in agreement with Negke/Bambuz.
H
The Idea Is Nice
#14 posted by Spirit on 2008/07/13 17:02:44
But:
a) if I was involved it would be a "vanilla" coop server. That means playing the maps and mods exactly how they are meant to be played. Sure those weird coop mods are fun but they are a different thing. But people don't like playing vanilla Quake coop over the internet, they want that bastardised 10000 monster and insane weapons and blingbling stuff.
b) Netquake is unresponsive over the net (the ping is the problem, not the bandwidth ("speed")). Quakeworld is not "Quake" and its popular engines (and servers) are made for competetive multiplayer (obviously). Just try it.
Darkplaces has its own protocol which seems to work rather well. But hey, it's Darkplaces, no good choice either.
c) There would be 2-3 people playing for 2-3 hours a week I guess. That's not worth it.
So as a conclusion: I will not invest anything into something like this. No money, no time, no (more) thoughts. And I highly recommend no-one else does (unless you really like doing it and watch the process/setup itself as archivement).
If there is interest I could try getting a server ready for the time of QExpo though. No promises.
Actually
#15 posted by Spirit on 2008/07/13 17:11:05
Can that about a server for qexpo, I got other stuff to do.
I Wonder
how much work it would be to rip that protocol out of DP and rape it into SDL Fitzquake. Would people be interested in something like that?
#17 posted by Trinca on 2008/07/13 17:26:26
problem of DP is that is very slow :\
Sleepwalkr:
#18 posted by metlslime on 2008/07/13 21:08:06
i've looked at it, it's a pretty wildly different protocol, but if you grabbed enough of the right code, it should be doable. One problem is DP's internal variables data structures are not all the same, so you'd have to go through and rename variables and references as needed in the network functions.
Uh
what's DP?
Dark Places
#20 posted by ijed on 2008/07/14 05:21:17
It's an enhanced engine with extra graphics and support for more formats, by LordHavoc.
He He He
#21 posted by HeadThump on 2008/07/14 05:33:50
I had to sit on my hands for that one!
#22 posted by JneeraZ on 2008/07/14 11:57:26
Hah!
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