[quake3] Supported protocols

Thilo Schulz arny at ats.s.bawue.de
Sun Apr 20 07:43:31 EDT 2008


On Sonntag, 20. April 2008, Mariusz Przybylski wrote:
> How about the first one? Reverse-engineer protocol 1.16 (which shouldn't
> be that hard, cause packets aren't encrypted or compressed in any way)
> and implement, by receiving server's proto version and switching to
> matching network packets' parser on the fly. Or something like that :)

And how exactly would supporting the 1.16 protocol make it possible to play on 
these servers? You're forgetting that to run that version of a mod on these 
servers, to stay pure you must use the original files so you'd not only need 
to change the protocol but effectively reverse all changes made to the 
cgame/ui/game API made to quake3 since 1.16! It took me about half a year to 
do this for Elite Force, and the changes are very extensive. No way is this 
finding its way into official ioquake3. Dead-end, as you said so spot on.

> Thilo said this way is also out of interest. So may I ask you then, is
> this project still a Q3A client or is it just a codebase for developing
> standalone games ?

Yes, it is still a q3a client, but stating as project goal to support medieval 
versions is just silly. If you want to have it, you are free to work on a 
separate patch. You can also look at my EliteForce patch as it contains some 
info on how things might have been handled in older quake3. I'm also willing 
to answer questions if you run into trouble. Keep in mind that we are 
maintaining ioquake3 voluntarily, so much of what goes into ioquake3 is what 
we *personally* want to see go into it, not what other people who don't code 
think should go into it.

-- 
Thilo Schulz
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