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  • #16
    Originally posted by Disco Rockstar View Post
    wow. really impressive baker! I cant wait to try this out. Thank you for all of the tireless work and sometimes unthankful, unnoticed work that you do for the quake community.
    Thanks. I'm trying to get this wrapped up, possibly today. It was supposed to be done yesterday or even Monday but a certain type of "disturbance that I guess needed attention" served as a distraction.

    Anyway, I can't wait to play one of these servers myself.
    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 ...

    Comment


    • #17
      Holy crap Im excited, baker. Please put in RQ coop 1.2.129 and Travail coop map packs!
      This is going to be awesome. Server browser & auto map download are great. Thanks for all your great work for the community, this sounds like something that should have been done long ago!

      Also I'll help you test out the warp/vote/mod compatibility for bugs.

      BTW, out of Travail/RQcoop/DM/CA/CTF/CRCTF/CRMOD/CAX/TF are any of them not open-source? Also would this server accept connections from darkplaces, qrack, and proquake?
      Originally posted by Magnus
      Apology accepted.

      Comment


      • #18
        Originally posted by turtlevan View Post
        Holy crap Im excited, baker. Please put in RQ coop 1.2.129 and Travail coop map packs!
        This is going to be awesome. Server browser & auto map download are great. Thanks for all your great work for the community, this sounds like something that should have been done long ago!

        Also I'll help you test out the warp/vote/mod compatibility for bugs.

        BTW, out of Travail/RQcoop/DM/CA/CTF/CRCTF/CRMOD/CAX/TF are any of them not open-source? Also would this server accept connections from darkplaces, qrack, and proquake?
        The Universal Server is compatible even with WinQuake/GLQuake clients.

        However, it is best to connect using ProQuake 4 or Qrack because without map/model download you'd have to get the maps/models/stuff separately which would be a pain in the ass.

        Still, there will be an installer for non-download clients. But it isn't small --- the thing is nearly 500MB. Much better to use a download-supporting client.

        Not open source: Travail, CRMOD, CAx and R00k's CRCTF. The rest are open source.

        Team deathmatch will eventually be available via RuneQuake's "CRMOD mode". CTF will be the open source standard ThreeWave CTF, at least at first (this isn't as nice as R00k's CTF). Unsure of how Clan Arena will be handled -- even though CAx is closed source, I might work with R00k for a special Universal Server compile of CAx, but I'm also trying to make Universal Server non-QCCX (you don't want to know what that means) and CAx might be over QCCX dependent and might be too customized to fit well with the other Universal Server mods (technical reasons that are boring to discuss).
        Last edited by Baker; 12-31-2009, 12:44 PM.
        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 ...

        Comment


        • #19
          Awesome! Excited to try it out!

          Comment


          • #20
            Baker, will this run under FTE quake as a server? My thought is that if it can run in FTE, it can be configured to allow both QW and NQ clients connect. Would be pretty cool if the QW community could faceoff against NQ players

            Comment


            • #21
              Originally posted by EFESS View Post
              Baker, will this run under FTE quake as a server? My thought is that if it can run in FTE, it can be configured to allow both QW and NQ clients connect. Would be pretty cool if the QW community could faceoff against NQ players
              Yes to everything except RuneQuake and if somehow CAx or R00k's CTF get into the fold, no to those as well.

              All the rest should work under FTE because there is no QCCX'd code (although there is a minor asterisk, the Quakeworld clients any more wipe all server aliases on map change and NQ client don't).

              However, you wouldn't want NQ players and QW players to "face-off" on an FTEQW server: QW would have a physics (bunnyhopping) advantage and the advantage of prediction ... hardly a fair "face-off".
              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 ...

              Comment


              • #22
                Well, I hate to ask you to wait, but spooker and I are putting together another coop pack. I'm going to make the intro map, and spooker is choosing the maps. It'll still be intended for rquake coop, so I doubt you need to do anything with coding, but I'd like to have the maps in the non-downloading client pack.

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                • #23
                  Originally posted by Zop View Post
                  Well, I hate to ask you to wait, but spooker and I are putting together another coop pack. I'm going to make the intro map, and spooker is choosing the maps. It'll still be intended for rquake coop, so I doubt you need to do anything with coding, but I'd like to have the maps in the non-downloading client pack.
                  Obviously, the addition can be added the server set. And this is designed for nearly unlimited expansion.

                  One of the great features of universal server is that if someone makes a worthy mod, it can just be added to the set and no more trying to find a home for a new mod. It's a boon for QuakeC developers and new maps!

                  At the same time more and more mods are going to be added so there isn't a need to slow this down. Release #1 has 5 mod support, with another 8-10 in Release #2.

                  As for the "non-supporting clients download pack" --- and this may seem harsh, but although there are people out there with their own favorite crusty client, they will have to get used to downloading 500 MB mega files.

                  Probably in the next version of ProQuake server, people with missing maps will likely have 30 seconds before they kicked from the server to avoid the nuisance of people without maps and models from holding everyone back and seeing how things work, possibly be disallowed from connecting if the "modern" client using population is around 90% to avoid the types of problems with players who refuse to get maps hanging around insisting that their map has to get voted. That problem WON'T be returning -- a special type of server specifically built to run anything will not be setup in a way to ensure that mapless lazy people show up and vote it into the "same old" thing.

                  I can probably backport the map download to a couple of users favorite engines, but you can't stop progress ...

                  I mean do you want to NOT be able to play, say, CTFGOLD1 because 1 dipshit is too lazy to get the maps but he has CTF1 or CTF8 and then tells everyone they can't play CTFGOLD1 because he doesn't have it and wants to use an old client without automatic download capability? I say that's against the entire concept of these servers and I'm not sure exactly how it is going to be handled, but catering to people "set in their ways" is the polar opposite of this: let anyone play anything any time. I just don't see backwardsness as part of how this ends up working in the long run.
                  Last edited by Baker; 01-05-2010, 01:51 PM.
                  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 ...

                  Comment


                  • #24
                    great stuff! would love to test it out on the euroquake server too
                    As always, you are doing a mighty fine job!

                    Comment


                    • #25
                      vweps for fte, ezquake users as well as modified fuh?


                      PLAY QUAKE DODGEBALL!

                      http://www.moddb.com/mods/quake-dodgeball

                      Trickle's VWeps

                      Comment


                      • #26
                        I helped out the Weenieville Painkeep quakeworld server and it has all vwep models


                        PLAY QUAKE DODGEBALL!

                        http://www.moddb.com/mods/quake-dodgeball

                        Trickle's VWeps

                        Comment


                        • #27
                          hmm, since I'm a diehard glpro 3.50 user, this won't benefit me, right? Request, for further down the line, since I think there are others like me: could you make a version of glpro 3.50 that is essentially unchanged, except for adding map downloads and server browser, and fix the cache texture mismatch error? I've tried the newer proquake versions and they didn't work for me. Biggest problem I can recall at the moment was that the HUD was too small, but there may have been others.

                          Comment


                          • #28
                            Originally posted by spooker View Post
                            could you make a version of glpro 3.50 that is essentially unchanged, except for adding map downloads and server browser, and fix the cache texture mismatch error?
                            Yes.

                            Biggest problem I can recall at the moment was that the HUD was too small, but there may have been others.
                            So I need to upgrade other engines because you won't change the size of the HUD in the options menu?
                            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 ...

                            Comment


                            • #29
                              Originally posted by Baker View Post
                              Obviously, the addition can be added the server set. And this is designed for nearly unlimited expansion.

                              One of the great features of universal server is that if someone makes a worthy mod, it can just be added to the set and no more trying to find a home for a new mod. It's a boon for QuakeC developers and new maps!

                              At the same time more and more mods are going to be added so there isn't a need to slow this down. Release #1 has 5 mod support, with another 8-10 in Release #2.

                              As for the "non-supporting clients download pack" --- and this may seem harsh, but although there are people out there with their own favorite crusty client, they will have to get used to downloading 500 MB mega files.

                              Probably in the next version of ProQuake server, people with missing maps will likely have 30 seconds before they kicked from the server to avoid the nuisance of people without maps and models from holding everyone back and seeing how things work, possibly be disallowed from connecting if the "modern" client using population is around 90% to avoid the types of problems with players who refuse to get maps hanging around insisting that their map has to get voted. That problem WON'T be returning -- a special type of server specifically built to run anything will not be setup in a way to ensure that mapless lazy people show up and vote it into the "same old" thing.

                              I can probably backport the map download to a couple of users favorite engines, but you can't stop progress ...

                              I mean do you want to NOT be able to play, say, CTFGOLD1 because 1 dipshit is too lazy to get the maps but he has CTF1 or CTF8 and then tells everyone they can't play CTFGOLD1 because he doesn't have it and wants to use an old client without automatic download capability? I say that's against the entire concept of these servers and I'm not sure exactly how it is going to be handled, but catering to people "set in their ways" is the polar opposite of this: let anyone play anything any time. I just don't see backwardsness as part of how this ends up working in the long run.

                              I can't wait to test this thing out! What are the 5 initial mods? If you don't mind me asking.

                              Comment


                              • #30
                                Originally posted by kathos View Post
                                I can't wait to test this thing out! What are the 5 initial mods? If you don't mind me asking.
                                The first 5 are:

                                1. free-for-all with 111 maps available (38 standard quake + 73 custom. The custom map count will increase in release #2, the 73 custom maps are the Rage/Bomber/Dredd maps.)
                                2. zerstorer deathmatch - awesome weapons and very different powerups (a wings of flight powerup where you can sort of fly around for 30 seconds). Runs on zerdm1 to zerdm5.

                                3. Qmatrix. Essentially "The Matrix". Features pistols and such and wall jumping.

                                4. Rocket Arena (classic version). (62 rocket arena maps available).
                                5. Slide.



                                (Release #2 includes NQ Team Fortress, ThreeWave CTF and some other things I'm trying to integrate.)
                                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 ...

                                Comment

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