by mankrip » Fri Jan 07, 2011 12:01 am
I haven't tried FTEQW's split-screen, so I can't comment on that, but implementing split-screen must be a hell to go through.
I've thought about it a million times in the past, pondering everything that would need to be changed to make it work properly, and even though I don't remember everything, the problems with the cvar/cmd/alias/bind system is something that I've got quite stuck at figuring out a "proper" solution.
For example, how to define whose player the "+jump" command is acting upon? Creating a whole slew of new commands exclusively for this wouldn't be compatible with existing mods, and wouldn't be flexible enough.
In my opinion, a good solution for split-screen should be completely transparent to existing mods. So, if a mod does weird stuff (that works in vanilla Quake) like using stuffcmd to change the mouse sensitivity, it should work, and it should work only for the player it was intended to. Ideally, the engine should be able to do the same for the "disconnect" command, and most others.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /