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<DIV><FONT face=Arial size=2>If you try to connect with an old 1.17 client to a
new 1.32 server you will be dropped because the protocol versions don't match.
Rest assured that the Q3 engine only supports a single version of the
protocol. The version number is only transmitted to allow checks if both the
client and the server "speak the same language".</FONT></DIV>
<BLOCKQUOTE
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style="FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV
style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
<A title=cbunting99@gmail.com href="mailto:cbunting99@gmail.com">Christopher
Bunting</A> </DIV>
<DIV style="FONT: 10pt arial"><B>To:</B> <A title=quake3@icculus.org
href="mailto:quake3@icculus.org">quake3@icculus.org</A> </DIV>
<DIV style="FONT: 10pt arial"><B>Sent:</B> Saturday, April 19, 2008 7:01
PM</DIV>
<DIV style="FONT: 10pt arial"><B>Subject:</B> Re: [quake3] Supported
protocols</DIV>
<DIV><BR></DIV>
<DIV>Hello,</DIV>
<DIV> </DIV>
<DIV>You asked what protocals were supported. They are all supported. What I
mentioned was a suggestion simply because if you are using version 1.32
source, then you still have support for the 1.17 protocal.. But you won't be
telling the server that unless you specify which version. </DIV>
<DIV> </DIV>
<DIV>Chris<BR><BR></DIV>
<DIV class=gmail_quote>On Sat, Apr 19, 2008 at 12:18 PM, Stephan Reiter <<A
href="mailto:stephan.reiter@gmail.com">stephan.reiter@gmail.com</A>>
wrote:<BR>
<BLOCKQUOTE class=gmail_quote
style="PADDING-LEFT: 1ex; MARGIN: 0px 0px 0px 0.8ex; BORDER-LEFT: #ccc 1px solid">Ah,
I think I didn't express myself clearly when I wrote that. I was refering to
Chris' suggestion when I suggested that trying "that" was pointless, as in
changing PROTOCOL_VERSION and hoping that it works.<BR><BR>Of course Id used
the version to distinguish between versions of the protocol and give
informative error messages when there's a mismatch. That's pretty much the
standard approach to this sort of problem.<BR><BR>Stephan<BR><BR>-----
Original Message ----- From: "LinuxManMikeC" <<A
href="mailto:linuxmanmikec@gmail.com"
target=_blank>linuxmanmikec@gmail.com</A>><BR>To: <<A
href="mailto:quake3@icculus.org"
target=_blank>quake3@icculus.org</A>><BR>Sent: Saturday, April 19, 2008
4:52 PM
<DIV>
<DIV></DIV>
<DIV class=Wj3C7c><BR>Subject: Re: [quake3] Supported protocols<BR><BR><BR>
<BLOCKQUOTE class=gmail_quote
style="PADDING-LEFT: 1ex; MARGIN: 0px; BORDER-LEFT: #ccc 1px solid">Unless
he's worked with a Licensed copy of the 1.17 source, Chris has<BR>only the
SDK to compare to. There is still the rest of the engine<BR>where
changes could have been made that affect the protocol.
One<BR>obvious change I could point out is when they released Team
Arena.<BR>Before that it was bug fixes.<BR><BR>Stephan, just letting the
changes in the protocol allow a session to<BR>blow up is very bad software
design. There is no guarantee it will<BR>blow up immediately upon
encounter of a discrepancy. It would<BR>probably keep going for a
while with corrupted data and then fail with<BR>no explanation, all while
ruining the game for everyone else. With<BR>the version identifier,
you have something to test for. I wouldn't<BR>expect id to be
incrementing protocol versions without good reason.<BR>One reason I can
think of (and agree with) for incrementing the<BR>version without obvious
changes to the protocol is to push critical<BR>bug fixes on the users.
Users don't often think or care about bug<BR>fixes, so make them
care.<BR><BR>Mike<BR><BR>On Sat, Apr 19, 2008 at 3:13 AM, Stephan
Reiter<BR><<A href="mailto:stephan.reiter@gmail.com"
target=_blank>stephan.reiter@gmail.com</A>> wrote:<BR>
<BLOCKQUOTE class=gmail_quote
style="PADDING-LEFT: 1ex; MARGIN: 0px; BORDER-LEFT: #ccc 1px solid"><BR><BR>What
sense would it make for id to change this definition and not modify
any<BR>headers or networking functions? Trying this is pointless in my
opinion ...<BR>Even if it worked for a while, I'm sure that at some
point discrepancies<BR>would crop up and in the best case you would be
kicked from the server.<BR><BR><BR><BR>----- Original Message
-----<BR>From: Christopher Bunting<BR>To: <A
href="mailto:quake3@icculus.org"
target=_blank>quake3@icculus.org</A><BR>Sent: Saturday, April 19, 2008
3:48 AM<BR>Subject: Re: [quake3] Supported
protocols<BR><BR><BR>Hello,<BR><BR>What happens if your change
PROTOCOL_VERSION in qcommon.h to the protocal<BR>version that the server
supports? Look at the 1.17 source code or 1.30, it's<BR>all pretty much
the same, the numder is all that seems to be
updated.<BR><BR>Chris<BR><BR><BR>On Fri, Apr 18, 2008 at 1:10 PM,
Mariusz Przybylski <pay7n@o2.pl> wrote:<BR><BR>>
Hi,<BR>><BR>> Which protocols ioq3 currently supports ? Yesterday
i've tried to > connect<BR>to one of the NoGhost 1.16n servers, and
received wrong protocol error.<BR>><BR>> Currently NoGhost is 3rd
most played q3 mod today, right after Urban<BR>Terror and CPMA. However
it uses protocol version 43 (point release 1.16n)<BR>thus forbidding
ioq3 to connect.<BR>><BR>> What I thought of is that it would be a
very good idea to give a > support<BR>for older protocols (like 1.16,
1.31 etc.), to make ioq3 client actually<BR>USEFUL for real gameplay. I
don't really know how much work it would take to<BR>have multiple
network codebases, but surely it would pay off, by gaining<BR>more
players' attention, not only developers. And there are at least
half<BR>hundred players on 1.16 platform.<BR>><BR>> Would it be
possible to have older protocol(s) supported? And if yes, >
by<BR>what means?<BR>><BR>><BR>> --Mario<BR>><BR>>
---<BR>> [Attachement]<BR>><BR>> Protocol version, Point
release version<BR>> 68, 1.32<BR>> 67, 1.31<BR>> 66,
1.30<BR>> 66, 1.29h<BR>> 48, 1.27g<BR>> 46, 1.26<BR>> 45,
1.17<BR>> 43, 1.16n<BR>><BR>> ---<BR>> To unsubscribe, send
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