### Client/Server Features Here are some features added in EE's client/server version, all of which really are relative to the other c/s ports. - Extremely smooth, high fidelity netcode; other players and moving sectors (like platforms, elevators, doors, etc.) neither skip, jerk, nor warp, and network quality issues (latency, packet loss, packet ordering) are well- compensated for. - Highly accurate backwards reconciliation (unlagged) for hitscan weapons. - Handles moving sectors. - Handles changing player states like invulnerability. - Master server with built-in web launcher (no separate launcher application is necessary). - On-the-fly WAD loading. - Per-map configuration overrides. - Spectators. - 32 players. - 2 teams. - Player queue system. - 4 separate authorization levels: spectator, player, moderator & administrator. - Clients save valid passwords and authenticate automatically if possible. - ZDoom Bridge things. - 3D radius attacks, used mainly for rocket jumping. - New multiplayer scoreboards. - Extended mouselook from 32 to 56 degrees. - Efficient handling of maps with large numbers of monsters, status is only broadcast upon a change. - TeamDM and CTF game modes (in addition to staples like Duel, FFA and Cooperative). - RCON. - Network demos, split by map and including JSON metadata. - Multibinds - multiple keys can be bound together to one key. - No weapon switch on pickup. - Preferred weapon order. - Can also switch when picking up ammo of a preferred weapon. ### Planned multiplayer features - Advanced network demos - Serverside demos. - Screenshots - Event logs - "Chapter" system, allows skipping to different parts of the demo. - Banlist/Whitelist (server-specific, no master banlist or whitelist). - VOX support. - SITREP/SECTINFO support. - JSON event log. - Voting system. - "mute" and "ignore" chat commands. - UPnP (serverside). vim:tw=79 sw=4 ts=4 syntax=mkd et: