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WD_Rage

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I spent a few months learning the Q3 codebase when JK2 was announced, but never really built anything. Now that I am editing JK2, I have a question:

 

What should be editing for the server and what should be editing for the client?

 

I know the server pretty much gets every edit, but what about the client?

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i don t really understand the question(( but correct me if i m wrong ) you wan t to know what you can edit on the client side and on the server side ?

 

well on the client side you can modify all the drawings user interface and stuff....

 

i m actually working on the sabers wich are mostly (for the drawing ....)client side .....

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Thanks, but I know those things already (sorry, my question wasn't phrased to well).

 

First let me say I understand a server-side only mod. Basically, it's just an edited version of the code an the needed info is accquired by the user during connection.

 

What I don't understand is the use of having both a client-side and server-side mod. I remember having to download the client-side mod for RA for Q3. Why was there a different download for server and client?

 

Correct me if I'm wrong:

 

My current understanding is this. Any editing of pre-existing code is generally a server-side mod.

 

Any addition (like a new gun or new force power) must have separate client/server downloads. Right? Based upon the answer, I may have another question.

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It depends, weapons can be added and modified and be server-side still if it uses data the player has, if it uses new models, ect. Those models will need to be downloaded (usually autodownloaded when the user connects to a mod server). Otherwise, it'll be server side, I wrote many weapon modifications to Quake 1 awhiles back, they used custom models, ect. In order for the player to join the server, he had to download the models first, nothing else. :)

 

Normally it would not have to be seperate downloads, as the game dll is used for servers. But can still be present in the package.

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I spent a few months learning the Q3 codebase when JK2 was announced

 

Dude, u are saying u spend a FEW MONTHS learning the code and u dont even understand the differences between clientside and serverside code, then u are either a liar or insanely stupid.

 

Anyway, because i'm such a goodhearted person ;-) i'll explain it for you.

 

cgame = everything clientside, the clientside = is almost everything graphics related u can think off. It handles your HUD, the shaders, sounds, model parsing and ingame text crap.

 

game = everything serverside, the server tells the clients that for example it's sabers only with no force powers. All the weaponscode/damagecode etc is server side in Q3, in JK2 most of that code is also made for both game modules (cgame and game).

 

This should get you started u silly padawan :p

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He posted himself, he spend a few MONTHS learning q3code wich is sim. to jk2code, one of the first things u learn in q3coding is the diff between client and serverside code and if he truely learned it then the above question is a bit stupid and if he doesn't know q3coding then he should just say so, don't u think so. Then u don't get any weird comments.

 

and please stay on TOPIC, thank you

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Originally posted by Subject452

He posted himself, he spend a few MONTHS learning q3code wich is sim. to jk2code, one of the first things u learn in q3coding is the diff between client and serverside code and if he truely learned it then the above question is a bit stupid and if he doesn't know q3coding then he should just say so, don't u think so. Then u don't get any weird comments.

 

and please stay on TOPIC, thank you

You're the one who got them off-topic, with your flame.

 

Anyway, not all people have the same learning process / learning curve. So you can't automatically assume that one person learned that first off. He may have just tinkered with the code, didn't go into any serious modifications.

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Originally posted by Subject452

 

Dude, u are saying u spend a FEW MONTHS learning the code and u dont even understand the differences between clientside and serverside code, then u are either a liar or insanely stupid.

 

Anyway, because i'm such a goodhearted person ;-) i'll explain it for you.

 

cgame = everything clientside, the clientside = is almost everything graphics related u can think off. It handles your HUD, the shaders, sounds, model parsing and ingame text crap.

 

game = everything serverside, the server tells the clients that for example it's sabers only with no force powers. All the weaponscode/damagecode etc is server side in Q3, in JK2 most of that code is also made for both game modules (cgame and game).

 

This should get you started u silly padawan :p

 

Could it be that the tutorials I was using as a study aid said nothing about the server/client relationship? Forgive my ignorance on a subject. I came for answers, not for an opinion.

 

normal, ty for the response. It pretty much answered my question.

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