Originally posted by R00k
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1. Critical QuakeC bug-fixes. You'd know better than me.
2. Automatic vote-map and automatic server detection of maps. So a server like the EuroQuake one or a coop server doesn't need to recompile the QuakeC for the server know what maps are available and make them automatically votable. Mechanics unknown but I bet you've thought of this.
3. Built-in deathmatch friendliness. The QuakeC should by default support "modes" like round based play, team based play, ffa.
4. Built-in CAx observer mode.
5. Whatever other important deathmatch friendliness features that you think are important (your field of expertise).
6. Optional ability to have map cycling via a gamedir'd maps.txt that lists the maps, kind of like what you made for Dredd.
7. Built-in ban support.
8. Optional frikbots support and maybe have 2 builds available in the source with the optional bots #IFDEF WITH_BOTS and the ability for the bots to be either voted or optionally appear or disappear depending on a server rule like if there are 3 or more human players don't have the bots.
So a server operator could take the mod upload and run a competent server with his or her list of maps and the players could connect and play the kind of vanilla deathmatch they like, on the maps they want with the rules they like.
And so a modder could start with a REAL base and a server operator doesn't need to muck around.
Combined with the rest of the Quake R&D (from RQuake to Quake-Life to Spike's CSQC winquake to all the engine research everyone has done) that has been done in Quake the last few years, it wouldn't be so hard to take that ^^ and then build up either.

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