mirror of
https://git.code.sf.net/p/quake/website
synced 2024-11-27 22:42:57 +00:00
149 lines
7.1 KiB
Text
149 lines
7.1 KiB
Text
<P>Okay people, Q&A time:
|
|
|
|
<H2>"When are you going to update SotC again?</H2>
|
|
<P>About ... right now.
|
|
|
|
<H2>"Where did the SotC history go?"</H2>
|
|
<P>That's a good question. It'll be back hopefully soon.
|
|
|
|
<H2>"What have you been doing the past month?"</H2>
|
|
<P>Debugging the code, trying to put back some of the speed that has
|
|
been lost in the GL renderer. Essentially, I've just been busy all
|
|
around and haven't had time to write down what we're doing because
|
|
I've been too busy making sure it gets done.
|
|
|
|
<H2>"I heard QuakeForge isn't following the GPL, is that true?"</H2>
|
|
<P>We follow it to the letter. And what's more, we respect its
|
|
spirit as well. You won't find us doing anything to compromise the
|
|
basic freedoms the GNU GPL works so hard to ensure. Everyone has
|
|
the right to our source code and to make whatever changes to it
|
|
they want provided they observe the same terms we do.
|
|
|
|
<H2>"Does QuakeForge support single player? Your newtree stuff seems to be
|
|
QW only."</H2>
|
|
<P>That's because it is QW only. We still maintain the old tree
|
|
for that reason - it has a version of netquake called uquake which
|
|
does a great job for single player games and should be compatible
|
|
with Id's netquake/winquake if you want to play a LAN game with it
|
|
or something.
|
|
|
|
<P>After newtree QW is finished, we will be working on a project to
|
|
obsolete both it and uquake in oldtree.
|
|
|
|
<H2>"Will you be doing a new netquake when newtree QW is done?"</H2>
|
|
<P>Immediately afterward. There's a saying that coders spend 90%
|
|
of their time and effort making 10% of the code work right and the
|
|
rest is just there. A lot of the stuff we've been trying to get
|
|
stable within newtree is in that 10% of the code and that part
|
|
just happens to need only a small handful of changes for netquake
|
|
(and might even work with our uquake merge as-is, but we're most
|
|
likely to start fresh as with newtree QW..)
|
|
|
|
<P>After that's done, oldtree can be mothballed, pulled out of CVS
|
|
put someplace where people can get if if they're curious what has
|
|
already been tried.
|
|
|
|
<H2>"What then?"</H2>
|
|
<P>Well at that point we'll have two versions of Quake, both much
|
|
more current and wil a lot of bugs fixed. But both of them are
|
|
kinda limited. Netquake rocks for single player or network games
|
|
with low latency. It can deal with modem games where a packet may
|
|
be lost. But it can't cope with high latency at all. On the other
|
|
hand, QW can cope with the latency but sucks if you have even one
|
|
lost packet. QW has no support for single player games (though we
|
|
can pretty easily change that..)
|
|
|
|
<P>The solution is a new network layer designed from the ground up
|
|
to be tollerant of both PL and reasonable latencies for average
|
|
(ie, crappy) modem connections. Since doing that is not really
|
|
within the scope of either netquake or QW's design, we almost need
|
|
to turn a new direction in development. Let me anticipate a few
|
|
questions below:
|
|
|
|
<H2>Will it be compatible with QW/netquake?</H2>
|
|
<P>No. Unlike our work with QW and netquake, this thing would need
|
|
new clients to play new servers.
|
|
|
|
<P>You'll still be able to load and play Quake-based games such as
|
|
the original game, the mission packs, TF, MegaTF, and the like with
|
|
it, but you're probably going to need to recompiled progs unless we
|
|
find a convenient way to convert progs at load-time. We haven't
|
|
worked much on the design yet (we're not working on this till we're
|
|
done with what we've started) and it's still in the concept stage
|
|
so it's too early to tell if we'll have to port things ourselves.
|
|
|
|
<P>Things we can get progs source for (Quake, QW DM, TF, etc) will
|
|
definitely be ported if necessary. Mega will very likely be ported
|
|
to the new engine so Ambush can play with the new toys we'll be
|
|
able to offer.
|
|
|
|
<H2>Will things like QWAdmin work?</H2>
|
|
<P>Not sure. I'm guessing the rcon protocol is likely to become
|
|
somewhat different though so probably not. We'll either have to
|
|
write a replacement or find the people who did QWAdmin and get them
|
|
to either update it or let someone else update it. It may end up
|
|
possible to support QW rcon though.
|
|
|
|
<H2>How do you plan to improve net play without QW-style networking?</H2>
|
|
<P>Games like Unreal and now Half-Life too have their network
|
|
performance greatly enhanced by clientside prediction. This is
|
|
the same kind of prediction used partially by QW now, but the
|
|
client is much smarter because it's essentially running the same
|
|
progs the server is, or at least a reasonable subset of them.
|
|
|
|
<P>An example of something that the game currently does badly is
|
|
firing a rocket or a nail. The server currently updates where
|
|
the rocket is and when it was there. You can greatly speed that
|
|
up if the client knows how a rocket moves by simply having the
|
|
server say "(time), (person) at (origin) shot a rocket in
|
|
(direction)" and leave it at that. Of course, the client needs
|
|
to make sure the server doesn't have to repeat itself, but that
|
|
sort of thing is easily enough done. This is the kind of thing
|
|
that proxies like Qizmo can compress.
|
|
|
|
<H2>Will it work with Qizmo?</H2>
|
|
<P>Not unless a new version of Qizmo is made for it. That'll
|
|
probably happen if there's much demand for it.
|
|
|
|
<H2>How do you keep people from making cheat progs for clients?</H2>
|
|
<P>If the progs on the client are trusted for anything, all a
|
|
person has to do is change them and they could theoretically use
|
|
the results to cheat. So we won't let them. You'll have to
|
|
download progs for the client every time you connect.
|
|
|
|
<H2>Isn't that slow?</H2>
|
|
<P>In QW, downloading is pathetically slow because files are sent
|
|
in tiny packets over UDP, each of which must be acknowledged before
|
|
the next is sent. Sending over TCP (like websites use) is a lot
|
|
faster, I mean more than 10 times faster.
|
|
|
|
<H2>Will you be doing .... ?</H2>
|
|
<P>For the most part, answers to questions about the new stuff we
|
|
are planning are going to be variations of "We don't know" for now.
|
|
As I said, we're working on QW for now because that's what people
|
|
need to work right now.
|
|
|
|
<P>Oh, forgot one that's been asked a dozen times already:
|
|
|
|
<H2>"Sounds like a lot of work. What real-world benefits will it give
|
|
mod-makers?"</H2>
|
|
<P>(I'm glad I remembered this one, it's important!)
|
|
|
|
<P>As many mod-makers know, QW is a hack. A complete, total, evil
|
|
hack. It just can't do many of the things the original Quake did,
|
|
to say nothing of things Quake could have done such as lerping the
|
|
model frames like Quake2 does. It required real effort and many
|
|
painful hacks to get view height adjustment and fly movement for
|
|
players into QW. Almost anything we try to do is going to amount
|
|
to the same kinds of hacks and we really only have space for a few
|
|
more of them before we no longer change things without breaking
|
|
protocol compatibility.
|
|
|
|
<P>So we'll break it now and make sure we have all the room to grow
|
|
we'll ever need from the outset. Already I've been talking about
|
|
replacing current health, ammo, etc with an inventory system made
|
|
up of 128 bit flags, a bunch of integer numbers, and a bunch of
|
|
floating point numbers. Enough to handle anything really. It'll
|
|
be cool for players, but even more cool for mod makers. That's the
|
|
idea.
|
|
|