1. ProQuake "cheat-free" is replaced with something more inclusive of other clients.
DarkPlaces server has anti-cheat measures beyond ProQuake cheat-free. There are ways, for instance, to use a wall hack on ProQuake cheat-free servers. On DarkPlaces servers, wallhacks are irrelevant because the server won't even send data on players you can you can't see.
2. DarkPlaces server begins to get used and road tested as a replacement option for mods that aren't heavily QCCX'd or closed source.
3. ProQrack server, Rook's modified ProQuake server with new features and fixes, merges with RocketGuy's modified ProQuake server (ip masking, frik file, RQuake scoreboard support option) with it's own set of niceties and perhaps some of Yugo2Heck's custom server features (special anti-spam features) merge into a single "Super ProQuake" server, which DarkPlaces sv_public 1|0 gets added into to support a unified server browser for vanilla Quake.
4. Someone somehow de-QCCXizes RuneQuake so it can be run on DarkPlaces servers as a replacement for CRMOD (closed-source) for hardcore vanilla DM and Rocket Arena.
5. A superior software renderer engine (WinQuake style) is made that makes no one miss wqpro.exe; JoeQuake 0.15 is close, but perhaps there is some way to make a WinQrack from one of the earlier builds that doesn't disconnect if someone doesn't have the map.
6. DarkPlaces automatically downloads maps/models from DarkPlaces servers, even when running a Quake-compatible protocol. It would cool if somehow this could be added to Qrack on the client side and "ProQrack server" on the server side.
7. Getting a good ping and used DarkPlaces server running somewhere using DarkPlaces protocol 7 -- a mixed mode protocol that allows prediction for those with lousy connections or bad ping, but plays like the real deal if you have good ping.
DarkPlaces server has anti-cheat measures beyond ProQuake cheat-free. There are ways, for instance, to use a wall hack on ProQuake cheat-free servers. On DarkPlaces servers, wallhacks are irrelevant because the server won't even send data on players you can you can't see.
2. DarkPlaces server begins to get used and road tested as a replacement option for mods that aren't heavily QCCX'd or closed source.
3. ProQrack server, Rook's modified ProQuake server with new features and fixes, merges with RocketGuy's modified ProQuake server (ip masking, frik file, RQuake scoreboard support option) with it's own set of niceties and perhaps some of Yugo2Heck's custom server features (special anti-spam features) merge into a single "Super ProQuake" server, which DarkPlaces sv_public 1|0 gets added into to support a unified server browser for vanilla Quake.
4. Someone somehow de-QCCXizes RuneQuake so it can be run on DarkPlaces servers as a replacement for CRMOD (closed-source) for hardcore vanilla DM and Rocket Arena.
5. A superior software renderer engine (WinQuake style) is made that makes no one miss wqpro.exe; JoeQuake 0.15 is close, but perhaps there is some way to make a WinQrack from one of the earlier builds that doesn't disconnect if someone doesn't have the map.
6. DarkPlaces automatically downloads maps/models from DarkPlaces servers, even when running a Quake-compatible protocol. It would cool if somehow this could be added to Qrack on the client side and "ProQrack server" on the server side.
7. Getting a good ping and used DarkPlaces server running somewhere using DarkPlaces protocol 7 -- a mixed mode protocol that allows prediction for those with lousy connections or bad ping, but plays like the real deal if you have good ping.
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