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I'm trying to deploy a local, browser-based Quake 3 instance for people to play in their browser and connect with other people. So far, I've seen this is possible with QuakeJS, although it seems to be a different project with a different approach.
As part of this plan, I'm trying to let users choose their name and FOV before even launching Quake, which QuakeJS accomplishes by parsing URL arguments as cvars, and it works nicely.
It seems that this may not be possible with raw ioq3, but would probably be beneficial.
Moreover, it seems that Multiplayer support is currently lacking, and I assume this may have to do with the inability of obtaining a "network" connection. From what I've seen, QuakeJS accomplishes this by also compiling the server in a similar fashion, and serving networking information via WebSockets.
It could be out of the scope of ioq3, but it may be worth asking whether this could be added.
The text was updated successfully, but these errors were encountered:
I'm trying to deploy a local, browser-based Quake 3 instance for people to play in their browser and connect with other people. So far, I've seen this is possible with QuakeJS, although it seems to be a different project with a different approach.
As part of this plan, I'm trying to let users choose their name and FOV before even launching Quake, which QuakeJS accomplishes by parsing URL arguments as cvars, and it works nicely.
It seems that this may not be possible with raw ioq3, but would probably be beneficial.
Moreover, it seems that Multiplayer support is currently lacking, and I assume this may have to do with the inability of obtaining a "network" connection. From what I've seen, QuakeJS accomplishes this by also compiling the server in a similar fashion, and serving networking information via WebSockets.
It could be out of the scope of ioq3, but it may be worth asking whether this could be added.
The text was updated successfully, but these errors were encountered: