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149 lines
7.1 KiB
Text
149 lines
7.1 KiB
Text
<P>Okay people, Q&A time:
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<H2>"When are you going to update SotC again?</H2>
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<P>About ... right now.
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<H2>"Where did the SotC history go?"</H2>
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<P>That's a good question. It'll be back hopefully soon.
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<H2>"What have you been doing the past month?"</H2>
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<P>Debugging the code, trying to put back some of the speed that has
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been lost in the GL renderer. Essentially, I've just been busy all
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around and haven't had time to write down what we're doing because
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I've been too busy making sure it gets done.
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<H2>"I heard QuakeForge isn't following the GPL, is that true?"</H2>
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<P>We follow it to the letter. And what's more, we respect its
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spirit as well. You won't find us doing anything to compromise the
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basic freedoms the GNU GPL works so hard to ensure. Everyone has
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the right to our source code and to make whatever changes to it
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they want provided they observe the same terms we do.
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<H2>"Does QuakeForge support single player? Your newtree stuff seems to be
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QW only."</H2>
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<P>That's because it is QW only. We still maintain the old tree
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for that reason - it has a version of netquake called uquake which
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does a great job for single player games and should be compatible
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with Id's netquake/winquake if you want to play a LAN game with it
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or something.
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<P>After newtree QW is finished, we will be working on a project to
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obsolete both it and uquake in oldtree.
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<H2>"Will you be doing a new netquake when newtree QW is done?"</H2>
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<P>Immediately afterward. There's a saying that coders spend 90%
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of their time and effort making 10% of the code work right and the
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rest is just there. A lot of the stuff we've been trying to get
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stable within newtree is in that 10% of the code and that part
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just happens to need only a small handful of changes for netquake
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(and might even work with our uquake merge as-is, but we're most
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likely to start fresh as with newtree QW..)
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<P>After that's done, oldtree can be mothballed, pulled out of CVS
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put someplace where people can get if if they're curious what has
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already been tried.
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<H2>"What then?"</H2>
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<P>Well at that point we'll have two versions of Quake, both much
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more current and wil a lot of bugs fixed. But both of them are
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kinda limited. Netquake rocks for single player or network games
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with low latency. It can deal with modem games where a packet may
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be lost. But it can't cope with high latency at all. On the other
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hand, QW can cope with the latency but sucks if you have even one
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lost packet. QW has no support for single player games (though we
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can pretty easily change that..)
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<P>The solution is a new network layer designed from the ground up
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to be tollerant of both PL and reasonable latencies for average
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(ie, crappy) modem connections. Since doing that is not really
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within the scope of either netquake or QW's design, we almost need
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to turn a new direction in development. Let me anticipate a few
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questions below:
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<H2>Will it be compatible with QW/netquake?</H2>
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<P>No. Unlike our work with QW and netquake, this thing would need
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new clients to play new servers.
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<P>You'll still be able to load and play Quake-based games such as
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the original game, the mission packs, TF, MegaTF, and the like with
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it, but you're probably going to need to recompiled progs unless we
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find a convenient way to convert progs at load-time. We haven't
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worked much on the design yet (we're not working on this till we're
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done with what we've started) and it's still in the concept stage
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so it's too early to tell if we'll have to port things ourselves.
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<P>Things we can get progs source for (Quake, QW DM, TF, etc) will
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definitely be ported if necessary. Mega will very likely be ported
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to the new engine so Ambush can play with the new toys we'll be
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able to offer.
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<H2>Will things like QWAdmin work?</H2>
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<P>Not sure. I'm guessing the rcon protocol is likely to become
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somewhat different though so probably not. We'll either have to
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write a replacement or find the people who did QWAdmin and get them
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to either update it or let someone else update it. It may end up
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possible to support QW rcon though.
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<H2>How do you plan to improve net play without QW-style networking?</H2>
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<P>Games like Unreal and now Half-Life too have their network
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performance greatly enhanced by clientside prediction. This is
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the same kind of prediction used partially by QW now, but the
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client is much smarter because it's essentially running the same
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progs the server is, or at least a reasonable subset of them.
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<P>An example of something that the game currently does badly is
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firing a rocket or a nail. The server currently updates where
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the rocket is and when it was there. You can greatly speed that
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up if the client knows how a rocket moves by simply having the
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server say "(time), (person) at (origin) shot a rocket in
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(direction)" and leave it at that. Of course, the client needs
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to make sure the server doesn't have to repeat itself, but that
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sort of thing is easily enough done. This is the kind of thing
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that proxies like Qizmo can compress.
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<H2>Will it work with Qizmo?</H2>
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<P>Not unless a new version of Qizmo is made for it. That'll
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probably happen if there's much demand for it.
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<H2>How do you keep people from making cheat progs for clients?</H2>
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<P>If the progs on the client are trusted for anything, all a
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person has to do is change them and they could theoretically use
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the results to cheat. So we won't let them. You'll have to
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download progs for the client every time you connect.
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<H2>Isn't that slow?</H2>
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<P>In QW, downloading is pathetically slow because files are sent
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in tiny packets over UDP, each of which must be acknowledged before
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the next is sent. Sending over TCP (like websites use) is a lot
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faster, I mean more than 10 times faster.
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<H2>Will you be doing .... ?</H2>
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<P>For the most part, answers to questions about the new stuff we
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are planning are going to be variations of "We don't know" for now.
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As I said, we're working on QW for now because that's what people
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need to work right now.
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<P>Oh, forgot one that's been asked a dozen times already:
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<H2>"Sounds like a lot of work. What real-world benefits will it give
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mod-makers?"</H2>
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<P>(I'm glad I remembered this one, it's important!)
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<P>As many mod-makers know, QW is a hack. A complete, total, evil
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hack. It just can't do many of the things the original Quake did,
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to say nothing of things Quake could have done such as lerping the
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model frames like Quake2 does. It required real effort and many
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painful hacks to get view height adjustment and fly movement for
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players into QW. Almost anything we try to do is going to amount
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to the same kinds of hacks and we really only have space for a few
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more of them before we no longer change things without breaking
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protocol compatibility.
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<P>So we'll break it now and make sure we have all the room to grow
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we'll ever need from the outset. Already I've been talking about
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replacing current health, ammo, etc with an inventory system made
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up of 128 bit flags, a bunch of integer numbers, and a bunch of
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floating point numbers. Enough to handle anything really. It'll
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be cool for players, but even more cool for mod makers. That's the
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idea.
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