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Difference between revisions of "Network Protocols"
From Quake Wiki
Line 1: | Line 1: | ||
introduction goes here | introduction goes here | ||
− | === | + | ===List of Protocols=== |
+ | TODO: this list should be edited for accuracy, this was cobbled together from snippets of info -metlslime | ||
+ | {| style="background:#999" cellpadding="4" cellspacing="1" | ||
− | + | |-valign="top" style="background:#F8F8F8" | |
− | + | ! Number | |
+ | ! Protocol | ||
+ | ! Client Support | ||
+ | ! Notes | ||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 15 | ||
+ | | [[Netquake Protocol]] | ||
+ | | quake.exe<br/>winquake.exe<br/>glquake.exe | ||
+ | | Orignal Quake protocol | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 15 | ||
+ | | QUAKEDP | ||
+ | | | ||
+ | | LH: "darkplaces extended quake protocol (used by TomazQuake and others), backwards compatible as long as no extended features are used" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 15 | ||
+ | | TOMAZ | ||
+ | | | ||
+ | | LH: "this unfortunately does not match up with the QUAKEDP protocol it claims to use, it has some different entity encodings, and it's not easy to fix this" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 15 | ||
+ | | NEH15 | ||
+ | | | ||
+ | | almost same as 15, but with weird transparency/fullbright data added on used by joequake, nehahra | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 28 | ||
+ | | [[Quakeworld Protocol]] | ||
+ | | qwcl.exe<br/>glqwcl.exe | ||
+ | | id Software's improved protocol, optimized for netplay. | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 28 | ||
+ | | FTEQW | ||
+ | | | ||
+ | | LH: "I do not know the details of this, but it uses the same QW protocol ID, it negotiates extra features on connect, I don't know how well demo playback works." | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 96 | ||
+ | | DARKPLACES1 | ||
+ | | | ||
+ | | LH: "uses EntityFrame entity snapshot encoder/decoder which is a QuakeWorld-like entity snapshot delta compression method" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 97 | ||
+ | | DARKPLACES2 | ||
+ | | | ||
+ | | LH: "various changes" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 250 | ||
+ | | NEHAHRAMOVIE | ||
+ | | | ||
+ | | LH: "Nehahra movie protocol, a big nasty hack dating back to early days of the Quake Standards Group (but only ever used by neh_gl.exe), this is potentially backwards compatible with quake protocol as long as no extended features are used (but in actuality the neh_gl.exe which wrote this protocol ALWAYS wrote the extended" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 3500 | ||
+ | | DARKPLACES3 | ||
+ | | | ||
+ | | LH: "uses EntityFrame4 entity snapshot encoder/decoder which is broken, this attempted to do partial snapshot updates on a QuakeWorld-like protocol, but it is broken and impossible to fix" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 3501 | ||
+ | | DARKPLACES4 | ||
+ | | | ||
+ | | LH: "various changes" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 3502 | ||
+ | | DARKPLACES5 | ||
+ | | | ||
+ | | LH: "uses EntityFrame5 entity snapshot encoder/decoder which is based on a Tribes networking article at [http://www.garagegames.com/articles/networking1/]" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 3503 | ||
+ | | DARKPLACES6 | ||
+ | | | ||
+ | | LH: "various changes" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 3504 | ||
+ | | DARKPLACES7 | ||
+ | | | ||
+ | | LH: "added QuakeWorld-style movement protocol to allow more consistent prediction" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 10000 | ||
+ | | NEHAHRABJP | ||
+ | | aglquake<br/>darkplaces | ||
+ | | LH: "same as NEH15 but with 16bit modelindex"<br/>BJP: "Extended protocol (models > 256 etc), hopefully no conflict" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 10001 | ||
+ | | NEHAHRABJP2 | ||
+ | | aglquake<br/>darkplaces | ||
+ | | LH: "same as NEHAHRABJP but with 16bit soundindex"<br/>BJP: "Extended protocol (sounds > 256), problems with Marcher (Some progs (Marcher) send sound services)" | ||
+ | |||
+ | |-valign="top" style="background:#F8F8F8" | ||
+ | | 10002 | ||
+ | | NEHAHRABJP3 | ||
+ | | aglquake<br/>darkplaces | ||
+ | | LH: "same as NEHAHRABJP2 but with some changes"<br/>BJP: "Extended protocol (sounds > 256), more compatible, but less functional" | ||
+ | |||
+ | |} | ||
+ | |||
+ | ===Unsorted Pages=== | ||
* [[Quake network messages]] (seems to be netquake-only, move there?) | * [[Quake network messages]] (seems to be netquake-only, move there?) | ||
* [[Temporary entity messages]] (seems to be a combination of stock engine and custom engine data) | * [[Temporary entity messages]] (seems to be a combination of stock engine and custom engine data) | ||
− | |||
− | |||
− | |||
− |
Revision as of 11:19, 14 November 2008
introduction goes here
List of Protocols
TODO: this list should be edited for accuracy, this was cobbled together from snippets of info -metlslime
Number | Protocol | Client Support | Notes |
---|---|---|---|
15 | Netquake Protocol | quake.exe winquake.exe glquake.exe |
Orignal Quake protocol |
15 | QUAKEDP | LH: "darkplaces extended quake protocol (used by TomazQuake and others), backwards compatible as long as no extended features are used" | |
15 | TOMAZ | LH: "this unfortunately does not match up with the QUAKEDP protocol it claims to use, it has some different entity encodings, and it's not easy to fix this" | |
15 | NEH15 | almost same as 15, but with weird transparency/fullbright data added on used by joequake, nehahra | |
28 | Quakeworld Protocol | qwcl.exe glqwcl.exe |
id Software's improved protocol, optimized for netplay. |
28 | FTEQW | LH: "I do not know the details of this, but it uses the same QW protocol ID, it negotiates extra features on connect, I don't know how well demo playback works." | |
96 | DARKPLACES1 | LH: "uses EntityFrame entity snapshot encoder/decoder which is a QuakeWorld-like entity snapshot delta compression method" | |
97 | DARKPLACES2 | LH: "various changes" | |
250 | NEHAHRAMOVIE | LH: "Nehahra movie protocol, a big nasty hack dating back to early days of the Quake Standards Group (but only ever used by neh_gl.exe), this is potentially backwards compatible with quake protocol as long as no extended features are used (but in actuality the neh_gl.exe which wrote this protocol ALWAYS wrote the extended" | |
3500 | DARKPLACES3 | LH: "uses EntityFrame4 entity snapshot encoder/decoder which is broken, this attempted to do partial snapshot updates on a QuakeWorld-like protocol, but it is broken and impossible to fix" | |
3501 | DARKPLACES4 | LH: "various changes" | |
3502 | DARKPLACES5 | LH: "uses EntityFrame5 entity snapshot encoder/decoder which is based on a Tribes networking article at [1]" | |
3503 | DARKPLACES6 | LH: "various changes" | |
3504 | DARKPLACES7 | LH: "added QuakeWorld-style movement protocol to allow more consistent prediction" | |
10000 | NEHAHRABJP | aglquake darkplaces |
LH: "same as NEH15 but with 16bit modelindex" BJP: "Extended protocol (models > 256 etc), hopefully no conflict" |
10001 | NEHAHRABJP2 | aglquake darkplaces |
LH: "same as NEHAHRABJP but with 16bit soundindex" BJP: "Extended protocol (sounds > 256), problems with Marcher (Some progs (Marcher) send sound services)" |
10002 | NEHAHRABJP3 | aglquake darkplaces |
LH: "same as NEHAHRABJP2 but with some changes" BJP: "Extended protocol (sounds > 256), more compatible, but less functional" |
Unsorted Pages
- Quake network messages (seems to be netquake-only, move there?)
- Temporary entity messages (seems to be a combination of stock engine and custom engine data)