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InsideQC Forums • View topic - Server Only Build

Server Only Build

Discuss programming topics for the various GPL'd game engine sources.

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Server Only Build

Postby Baker » Tue Sep 25, 2012 11:07 pm

I dropped the WinQuake style from ProQuake 4.90, since no one is using it on servers (ProQuake and Qrack and probably DirectQ respond to "q_version") and I've never once seen it come back "Win ProQuake" in the 2 or 3 years.

This leads me to believe that past usage was due to bad video cards, cheating before anti-wallhack (r_draworder cheat in WinQuake -- anti-wallhack completely destroyed effectiveness of that :D ), inability to run an OpenGL or Direct3D kind of client, etc.

As a result, I've been doing the old "#ifdef SERVERONLY" deal to the source rapidly to build a "no renderer, no cd, no sound" version as it is pointless to have the server have those kind of dependencies. Plus I wanna see how small the binary will be. :D

I peeked at FTE to see how it handled V_CalcRoll which is actually used by sv_user.c (to anyone who doesn't know).

Kind of funny how the original Quake (versus Quakeworld ...) is a bit of a convolution of client and server code mixed together.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Server Only Build

Postby r00k » Tue Sep 25, 2012 11:48 pm

I've always used the wqpro.exe for servers.
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Re: Server Only Build

Postby Baker » Wed Sep 26, 2012 3:14 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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