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Client TODO ? $comment_count ?>
This is the list of features I would eventually like to see in a new QW client, for use in Challenge Smackdown or other leagues.
It's not original, others and I have posted at least parts before, but this would be my first attempt at stting up a complete TODO checklist based on my personal preferences.

Compatibility and Security

  • offer better security, possibly in a seperate mode or through a proxy (client side only)
  • compatible with 2.3x; at least servers must be able to accept 2.3 client connection in regular mode
  • maintain compatibility with existing QuakeC code such that MOD's don't need extra work to still run (the original programming/design team has disolved or stopped working on the project in most of the cases)
  • new functions can be added to the QuakeC library to allow new MOD-releases to take advantage of the new possibilities offered by the engine
  • optimise network-traffic
  • forwarding proxy available
  • allow use of either original (id) game data files or of a set of free replacements
Spectator features
  • delayed transmission
  • forwarding proxy
  • server side demo can be transmitted to a designated spectator
Admin/league Features
  • votable league settings (automatically retrieve game settings from a website)
  • IRC reporting
  • possibility to send screenshots to the server or match admins for additional cheat detection
Gameplay and Teamplay
  • teamplay communication with report formats and location name depending on the receiver, rather then on the sender (e.g. show locations in players native language)
  • team reports seperated from regular chat
  • in game map of the level with position of teammates indicated, maybe including color shading (green/red) of areas reported to be safe/unsafe
  • identifieable teamskins, e.g. adding the name of the player (or even just a number)
Other
  • improved graphics, but all new features can be disabled for lower specced computer systems or hardcore players (e.g. coloured lighting, smoke trails, ...)
  • integrated voice communication
  • include new, freely distributable maps which take advantage of the improved engine capabilities
  • include a replacement free PAK file (sounds, models, ...)
  • more configurable HUD (e.g. larger size for higher screen resolutions)

All subject to change...

P.S. some older (ancient) updates of my column are still here.


Comments
why...
Comment by on 16:42, Friday, 16 March 2001 64.24.214.189
why doesn't someone try to get all these q1 engine gurus to work together to make the ultimate qw client instead of their being 30 different engines that are roughly the same? if even half of those guys worked on one engine i think these things could easily be accomplished.


hm
Comment by on 00:53, Saturday, 17 March 2001 146.110.2.3
How do you intend to optimize network code whilst maintaining compatibility with 2.3 servers? I think it's impossible. :(
And don't forget to raise the fps limit from 72 to 120!


Optimizing network traffic
Comment by on 18:24, Tuesday, 27 March 2001 62.165.128.200

Its not impossible - you can stay compatible with older CLIENTS, but of course, new advanced protocol features are only availabe to new clients. Old clients can still connect and play, if server operator chooses so, but they can't take advatage of new features, like compression, encryption and so forth.


Great idea, but be careful...
Comment by on 19:25, Wednesday, 04 April 2001 213.142.68.239
This is exactly what we need, but the designers must be very carefull. Qw players love their game, and any cosmetical change will potentially make the core of the comunity reject it. Also; the network code may not be perfect, but big changes in it may slightly change the "feel" of the game (aim, movement, etc.), and cause the hardcore players to reject it.

Qw players are crusaders, they will not change their game, they will fight for qw till they die, so for Gods sake thread carefully.




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