I am clueless about network stuff, protocols, code etc. But I had the urge to post this. Surely I forgot to write down this or that and some things might sound stupid. Well, it's basically just an attempt to invoke a discussion.
Maps are getting bigger and bigger in terms of pure size, details, monsters and probably other things. The problem is that the common engines are not able to load those maps. Of course you can say "well, these are Quake's limits, if you break them I could not care less if my engine breaks". I totally understand this and actually I feel a bit like that myself (meaning I somehow like being limited).
However, people are making these maps, some of them are simply great and the players expect any map to work in any engine. Unless I overlooked some there are only 2 (3-4) engines that have introduced support by using an optional less limited network protocol so far.
supports "QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up (DP2, DP3 etc)" via sv_protocolname.
support "15 (std Q1) and 10000-10002" via sv_protocol.
is going to have a protocol for such maps in the upcoming release and it's another proprietary one.
might be getting one too, at least it would not surprise me when I look at the to-do list.
As I briefly talked to metlslime (Fitzquake) about it, the probably biggest problem quickly came up:
<Spirit> it would be pretty cool if you engine coders could get together and decide on a common protocol

<metlslime> every engine coder agrees with you, and furthermore every engine coders thinks it should be their own protocol that becomes standard

While the internal limits (lightmaps, clipnodes etc I think) don't really affect anything "outside" your engine, the protocol limits (such as entities) surely do. It wouldn't be that much of a problem if we were talking about singleplayer only, it sure is a mess if you take multiplayer (obviously different protocols do not talk to each other) and demo recording/playback (obvious to coders, not so much to a player) in mind.
It's sad enough that things like fog, full- and overbrights or skybox loading are so differently supported, but those are faults made in the past I guess. These protocols are a pretty current thing so right now is the chance to set a common standard to benefit everyone:
The coders can brainstorm and create a truly kickass protocol.
The mappers and modders can let their creativity float more freely.
The players just see it work.
As a "benchmark" the would be perfect I guess.
PS: I am not sure about Nehahra but I guess if there was a standarised protocol with "higher limits" (and whatever else has to be changed) then Nehahra would be supported?
PPS: MH currently seems to be working on exterminating/increasing the internal limits, maybe he can put this into a nice tutorial/guide/article so others can catch up?

So to conclude:
How to create a protocol that more engines could adopt?
How to name it?
How to use it (variablename)?