Why is the serverside package so big?

eezstreet

Movie Battles II Team Retired
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It's exactly the same size as the client, but a large amount of stuff is not needed on the server, including:
  • textures
  • sounds
  • map objects MD3s (only ones which are misc_model_static are. misc_model is baked into the .bsp when compiling)
  • weapon models
  • effects
  • most of the player models (99% of them aren't needed; only special/weird ones like dekas and SBDs are actually needed)
  • ui files
Basically all that should be needed is shaders, maps (.bsp), animations (.gla), code, and the special player models listed above.
 
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k4far

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The textures probably have to be on a server so if you do not have the same textures in your client for walls for example there should be some serious malfunctions on your end and a trigger to anti-cheat. As for the rest no idea.

Would it loosen the load on the servers and result in less issues?
 

eezstreet

Movie Battles II Team Retired
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I know few things, but textures probably have to be on a server so if you do not have the same textures in your client for walls for example there should be some serious malfunctions on your end and a trigger to anti-cheat. As for the rest no idea.
The anti-cheat does not check what textures you're using.
 
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