Quasar
Moderator

Posts: 4615
Registered: 08-00 |
Well, the main thing is that the additional amount of effort needed to add a BSD/Win socks module and actually send the stuff over a network is tiny compared to the amount of other work that needs to be done, and most of that other work has to be done anyways, like the console thing. I want to take gameplay in CQIII in directions different than just moving and firing, but without a more flexible event i/o system it cannot be done in a complete fashion. Most of the console code is already overdue for a complete rewrite as well; it has been plagued with problems all along, many of which have been patched over with kludges in various Eternity revisions. Everyone's been asking for a better comp system (something more like what prboom has) and I agree with that as a worthy goal too.
So I guess what I'll do is put off actually adding the ability to connect over a network til last. I can and must do the rest of that work first anyways. By the time it's all finished, we'll see if anybody cares whether or not it can connect or not. I know there's been some wishes amongst the hardcore purist DM community for a Prboom alternative, though... Since Eternity is capable of acting almost 100% like DOOM also (and I care a lot about making up that 'almost' part of it), it would be another good option for them.
Also, a master server isn't a necessity, it's a convenience for people who like to find anonymous games to join. Quake 2 never had one but it enjoyed a lot of netplay amongst groups of friends, and that's what's most important to me.
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