Thread:Deathstalker666/@comment-1915529-20140702204420/@comment-3547390-20140731074418

Heh, I have had proper back support for so long I forget what it is like to not have it. I got an office chair with a large back just for that function.

Yeah, I tried connecting with the vanilla game to QWorld. It doesn't work as the net code was completely rewritten. But it is all a large if. Dominus probably will connect fine to the normal server once we get the problem, which I assume to be firewalls, fixed. Meanwhile, Vork still has yet to reply if he got a server accepted message (which would mean he had the NAT bug and could in fact connect) or no response whatsoever. I assume it is the latter and that he knows what he is doing, so the only solution might be to try Quakeworld. So I need to test a Quakeworld game specificially with Vorknkx before we can worry about anybody else getting it. If you were still getting lag all the time, or wanted to play deathmatch a lot more, I would suggest it. But as you can enjoy the server fine with little to no problems and enjoy the coop sessions, I hope to keep it. At the same time, I almost hope Quakeworld works for Vork. So we would at that point have two seperate servers, one for coop for me and you, and one for deathmatch on Quakeworld if Vork could possibly get it working.

So, Raadec and Dominus, don't worry about Quakeworld currently. This isn't really an issue that needs to be troubleshooted with either of you (well, not with Dominus yet, though it might be a test later on). Then again, you might want to try Raadec as it might help ensure that the server works as I know you can properly connect. So... try if you want, Dominus shouldn't, and Vork should definately do it.

So, Vork, when you read this, go to the Quakeworld page and download the latest test client (it is what I use, so it is best for compatiblity) 2.33-5. I also don't advise getting the other one, the latest stable client, as it installs some dlls, one of which recognizes your system as a voodoo graphics card and thus must be deleted for Quake to work. Also we need to set up a time to test this (I have tested a connection on my own computer, it was necessary to access QuakeWorld as a client).

There will be 3 executables. Either extract them to your Quake folder or a copy of your Quake folder (I do the latter so I don't mess up the original game, but I believe everything should go into a QW folder anyway).

One executable is for servers, so that is useless for anyone but me (I would say other people try, but we have been down that road before with no success). GlQwcl is GLQuakeWorld, while Qwcl will be the executable to use. Yeah, it is pretty interesting that we have two source ports that also become two other source ports when paired with the changes of QuakeWorld. But, the pictures alone can prove that what is say is pretty accurate. Plus, any HUD changes can be switched around as far as I have seen so far. I have heard all this talk about physics being changed, but I have yet to see it. I do recall a lot of differences on more modern clients like EzQuake, but Quakeworld feels like the client of your choice except being limited to Deathmatch and having some convenient options.

It is easier to connect than before, but like I said even if it works it will only be for deathmatch games. The client side executable immediately sends you to the console where all you need to type is "Connect #" where the # represents the value of the IP Address. It is odd for me as I can type in my ISP IP and connect fine, it is the one said on the server command line, yet I believe you will need the real IP as before due to the whole concept of how they work. Vork, being the person to understand computers, probably doesn't need such explainations about IPs, but it doesn't hurt.

Oh, even if you didn't want to do it via autoexec and would rather remotely connect, you could just copy-paste my IP as it is supported in Quakeworld. One more beautiful function.

If only coop worked though. Apparently it was intended to come back according to documents writted by John Carmack himself and just never did. Improved internet connection, easier connections (you could just have an autoexec with that command and you could instantly connect to my server while not affecting the base game), me having more control over the server (or anybody else that needs to due to there being a command that allows for just that). As I just started I am still learning, but it looks like it has potential if only it had coop as well.

Good job finding your way forward. Funny you mentioned that room...

Burricks are evil at times. I actually prefer any melee opponent to ranged. Even though you are wacking them with a sword, they might still get in a shot if they have a ranged weapon. If it is a Bugbeast, you are basically dead. If a Chaos Spider, you lose a lot of your health. Yeah, definately prefer fighting Hammer Haunts to either of those.

Oh, yeah, sorry if this post is a bit scatter brained. I am kinda all over the place with my thoughts while testing various things in QuakeWorld.