by Baker » Wed Apr 20, 2011 2:59 am
Advice: For maximum NQ server popularity as NQ doesn't support gamedir in the protocol like QW.
1. Map names should be unique. Don't name the maps the same as any existing map, obviously. Don't have it conflict with any existing single player map name either.
2. Model and sound names should be unique. Don't name any of the NEW models or sounds the same as any existing models or sounds. You might consider the suffix "_db" like "ball_db.mdl" or "throw_db.wav".
3. Any player models, name "player_db.mdl". STILL precache "player.mdl" (because it required to be exactly whatever position, lest you break the network protocol). But after player.mdl and eyes.mdl somewhere, precache "player_db.mdl".
Result:
Kawpoie ... the Dodgeball maps, models and sounds can be added to the NQ download depots and ProQuake, Qrack and DirectQ will auto-download off the web.
Then connecting to a dodgeball server is as transparent and easy as connecting to a Rocket Arena, RQuake Coop server or Slide.
Players will be able to connect there with the above clients as conveniently as connecting to a DM server running DM3.
[The web download feature is a client-side feature. Doesn't require any kind of server support. This isn't as good as DarkPlaces server where it tells the client info via cvar, but the NQ community has been using this since 2009.].
Note: If those 3 steps above are in place in a mod, it is pretty much compatible with the [currently on the backburner] Universal Server project. The only addition with Universal Server is adding some common vote-map and vote-mod code into the source.
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