This just got a lot closer to happening.
I did some experimentation in modifying ProQuake server and looks like that in conjunction to adding some predefined "vote-mod" QuakeC code to a mod, that servers will be able to setup in the very near future to be able to several user selectable mods.
So a server in Chicago or Texas or Belgium could be multi-functional and no more silly adding extra ports for mods that don't played.
This will increase the value to someone who pays for a server, increase the flexibilities for players.
The mods that can be supported either have to be open source (otherwise they can't be modified to support the "vote-mod" QuakeC) or have to be actively developed (CAx, CTF 3.x, etc.)
So an example of a mod that wouldn't be able to run in conjunction with this would be CRMOD, however this is a nearly identical replacement mod available.
I'm thinking about doing a small test with Slide, maybe Team Fortress 2.5, original Rocket Arena (just for simplicity reasons) and maybe something else to work out the quirks before ramping it up.
Probably Phase 2 of this:
Rook's http/curl auto-download appears to work nearly flawlessly. I'm thinking one thing that would give server operators independence and avoid some centralized solution that I believe wouldn't work, is to follow the DarkPlaces model where a server can give the client the preferred download location.
Probably something like this:
curl is a multi-platform download library for on Windows/Linux/Mac OS X and is just a open source .dll file. I think it maybe included by default on OS X.
I did some experimentation in modifying ProQuake server and looks like that in conjunction to adding some predefined "vote-mod" QuakeC code to a mod, that servers will be able to setup in the very near future to be able to several user selectable mods.
So a server in Chicago or Texas or Belgium could be multi-functional and no more silly adding extra ports for mods that don't played.
This will increase the value to someone who pays for a server, increase the flexibilities for players.
The mods that can be supported either have to be open source (otherwise they can't be modified to support the "vote-mod" QuakeC) or have to be actively developed (CAx, CTF 3.x, etc.)
So an example of a mod that wouldn't be able to run in conjunction with this would be CRMOD, however this is a nearly identical replacement mod available.
I'm thinking about doing a small test with Slide, maybe Team Fortress 2.5, original Rocket Arena (just for simplicity reasons) and maybe something else to work out the quirks before ramping it up.
Probably Phase 2 of this:
Rook's http/curl auto-download appears to work nearly flawlessly. I'm thinking one thing that would give server operators independence and avoid some centralized solution that I believe wouldn't work, is to follow the DarkPlaces model where a server can give the client the preferred download location.
Probably something like this:
curl is a multi-platform download library for on Windows/Linux/Mac OS X and is just a open source .dll file. I think it maybe included by default on OS X.
* cl_downloadbegin
Would be sent to client by server after it gives the client all the information on where the download is maintained, IF the server is supporting that.
*cl_http_download
Set to 0 if you don't want your client to be downloading stuff. Would need to be forced to 0 if the curl.dll isn't found.
Would be sent to client by server after it gives the client all the information on where the download is maintained, IF the server is supporting that.
*cl_http_download
Set to 0 if you don't want your client to be downloading stuff. Would need to be forced to 0 if the curl.dll isn't found.
* sv_curl
0 = default = the server doesn't have any info for this or doesn't need d/l
1 = the server has download information specified
0 = default = the server doesn't have any info for this or doesn't need d/l
1 = the server has download information specified
* cl_curl_default_url
I'm thinking this should be where to get maps from IF the server is running something old and doesn't support any of this.
It would default to some fairly comprehensive central location, like maybe a value of "http://www.quakeone.com/maps/http" or something.
I'm thinking this should be where to get maps from IF the server is running something old and doesn't support any of this.
It would default to some fairly comprehensive central location, like maybe a value of "http://www.quakeone.com/maps/http" or something.
* sv_curl_url
Server operator specified place to download stuff. If the client tries the download from there and it fails, it would default to cl_curl_default_url.
Server operator specified place to download stuff. If the client tries the download from there and it fails, it would default to cl_curl_default_url.
*sv_nomap_disconnect
*sv_nomap_disconnect_url
0 = default = nothing
1 = if a player doesn't have the map AND doesn't have an auto-download client, the server will disconnect them with a message of either where to get the maps or where to get an upgraded Quake. Makes it easier on players connecting and makes it easier on players playing.
[Some people don't read and this would prevent game interruption because nothing else would be seen on their screen except where to get the maps or where to get a client with download.].
sv_nomap_disconnect_url = a custom specified url place where the download should be.
*sv_nomap_disconnect_url
0 = default = nothing
1 = if a player doesn't have the map AND doesn't have an auto-download client, the server will disconnect them with a message of either where to get the maps or where to get an upgraded Quake. Makes it easier on players connecting and makes it easier on players playing.
[Some people don't read and this would prevent game interruption because nothing else would be seen on their screen except where to get the maps or where to get a client with download.].
sv_nomap_disconnect_url = a custom specified url place where the download should be.
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