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Darkplaces Netcode?

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  • Darkplaces Netcode?

    Many questions ... Is Darkplaces based on Quakenet? Where can I read about the Darkplaces netcode or Quakenet netcode in general to learn about how it functions? I want to know how the client sends / receives information to / from the server. Also what are the improvements in Darkplaces? I've been tinkering with QuakeC weapon mods for awhile now, but I'm really fascinated by game networking and wish I understood the coding! If anyone can point me in the right direction, I'll e-love you forevers

    PS - I wish the in-code comments were more detailed!

  • #2
    Quakenet is an IRC network. You surely mean NetQuake. Yes, Darkplaces was originally based on NetQuake however it supports more protocols such as its own (quakedp or something). It can also work as a client to QuakeWorld.

    Can't help you further though.
    Quake 1 Singleplayer Maps and Mods

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    • #3
      As hinted above, DarkPlaces can run the standard Quake protocol (NetQuake) and also can run a Quakeworld-ish protocol called DPP7 that has prediction.

      DarkPlaces has countless new features, but what comes to mind usually is the lighting options and support for bump mapping, colored lights, gloss maps and other things. It also has almost everything in the menu.

      Without exaggerating, DarkPlaces has hundreds of new features (although many of them are more hardcore features like Quake 3 map support, etc.). Check the readme.txt that comes it the download.

      /Did that answer your question? If not, ask away. It'll get answered.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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