by Urre » Thu Jan 14, 2010 11:19 pm
What about network protocol? I think I mentioned earlier, that some raised limits require altering the protocol, which in my mind would require some form of standard for that as well. Spike mentioned the fact that there could be singleplayer-only engines, which would get excluded if there was a protocol requirement. This, to me, is simply fixed by letting a singleplayer-only engine freely upping the limits to match that of the multiplayer-capable ones, while the multiplayer-capable engines have the additional requirement of supporting a common network protocol, to make sure they're all able to play online with eachother. I don't see it being an unreasonable thing to ask. As a modder you'd expect all the engines within the same standard to be able to run your multiplayer mod between eachother. Otherwise it's not much of a standard, is it?
Is Protocol 666 (FitzQuake) a reasonable suggestion? I'm not entirely sure on the boundaries of its limits, it didn't seem like the readme had all the details, I might not have looked hard enough though. It'd be great if someone could provide a detailed list of what Protocol 666 requires.
The main thing that absolutely needs to be bumped, and I suspect it does affect the protocol, is the amount of entities you're able to have on the server. One of the most common things I've heard modders worry about is saving in on entities, constantly, worrying about spawning an extra entity for something which might make their life easier or the feature they're developing a bit better. This is one of the main reasons I've been modding exclusively for the DarkPlaces engine, because it allows virtually unlimited entities. I've never reached any limit anyway, and I've had huge maps filled with over 4000 waypoints, on top of the regular entities used by the actual game. Ofcourse, the limit doesn't have to be insane, but reasonably larger than Quakes. A modder shouldn't have to worry about wasting entities just because the amount is limited. The question wether they can all be visible at the same time or not is a different one. That I guess is more of a packet-overflow kind of discussion, which also affects the network protocol.
I was once a Quake modder