Are server-side only mods possible?

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newbiejackcity
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Are server-side only mods possible?

#1

Post by newbiejackcity » Tue Aug 06, 2013 10:41 am

In Quake and some other games it's possible to modify only the game logic, without modifying any graphics, sounds or maps, and clients can connect and play without any download required. This is possible since the game logic is all run on the server and communicated to clients, so the clients don't need a copy of the game logic. Back in the day people called these 'server-side' mods.

Is this kind of mod possible with Zandronum? I'm interested in tweaking an existing mod to run on a server, but does that mean a modified pk3 will need to be sent to all clients, even if just the ACS is changed?

Also, I assume this question is addressed somewhere in the wiki or elsewhere, but I've not been able to find it. Sorry for asking a question that's likely been addressed.

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Sicamore
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RE: Are server-side only mods possible?

#2

Post by Sicamore » Tue Aug 06, 2013 12:24 pm

Zandronum netcode can't send acs over to each client midst game. All server files have to be authenticated beforehand and you must connect with the same wads as the server. This was never implemented in any port and I don't think it ever will since this is quite a big change to online structure. Many acs functions and actor properties require a fresh restart to work anyways, so you would need to restart the game even if this did work serverside.

If you want to tweak, why not release a patch? That way you won't have to replace a whole pk3.
Last edited by Sicamore on Tue Aug 06, 2013 12:33 pm, edited 1 time in total.
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newbiejackcity
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RE: Are server-side only mods possible?

#3

Post by newbiejackcity » Tue Aug 06, 2013 6:01 pm

Sicamore wrote: Zandronum netcode can't send acs over to each client midst game. All server files have to be authenticated beforehand and you must connect with the same wads as the server. This was never implemented in any port and I don't think it ever will since this is quite a big change to online structure. Many acs functions and actor properties require a fresh restart to work anyways, so you would need to restart the game even if this did work serverside.

If you want to tweak, why not release a patch? That way you won't have to replace a whole pk3.
I didn't figure the clients even ran the ACS. I'm looking at this as having done some modding to Quake 1, where everything is run server side and sent to the clients, and only changes to maps/sounds/models require a client download at all. Clearly the approach is different here, since I gather some of the ACS must be run by the clients, or there wouldn't be any reason to checksum the ACS files inside the pk3, but rather just the sounds/maps/sprites.

I didn't plan on making any changes mid-game. I'd just like to fix a few known exploits in a mod I wanna run. Don't plan on making frequent changes. Most likely just a one time deal, barring more exploits.

I'm not sure the proper way to release a patch here? Just compile my new ACS and stick that in a new pk3? That way all the unmodified stuff gets loaded from the original pk3?

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Ænima
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RE: Are server-side only mods possible?

#4

Post by Ænima » Tue Aug 06, 2013 6:14 pm

Yeah that's how I'd do it.

And it will probably only be a few KB so it won't matter if players have to download it.
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