ZDLSharp Design Goals

June 7, 2007 on 9:48 am | In Programming, ZDLSharp | By QBasicer | 1 Comment

Currently in the pipeline for ZDLSharp, is:

  • Add DMFlags generator to the interface
  • Finish adding current ZDL features (multiplayer)
  • Do code cleanup and refactoring/debugging
  • Implement file hashing system
  • Start implementation of ZDLNet
  • Redesign the interface

Things will pretty much happen in that order. Bio and I will be working hard on ZDLNet, to make it as smooth and user friendly as possible. We’re going to open the actual protocol. The main protocol is going to be a centralized TCP server, and use UDP for connection testing and file transfers between users.

BioHazard adds:

My pipeline is:

  • Read up again on network programming.
  • Set up project server and backend server.
  • Write central server software.
  • Write a GTKmm client for ZDLNet. (Yay Linux support!)

I’ll be writing the server software since I have a bunch of servers floating around.
I’m really looking forward to seriously working with Q on a project.

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  1. Can it have a built-in “enable cheats in multiplayer?” I use ZDoom Launcher 1.04 (not to be confused, I’m lead to believe by somethign as follows, with ZDoomLauncher) currently and have to type that in myself. But unlike ZDoomLauncher I can use it to play multiplayer. But that’s not the point here. I also like ZDoom Launcher 1.04′s checkboxes for “host/join”, skill (already done in yours), map warp, and “extractic”

    Comment by William Dibble — June 23, 2007 #

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