Search found 2292 matches
- Wed Sep 03, 2008 11:54 am
- Forum: General Discussion
- Topic: QED?
- Replies: 7
- Views: 2893
- Sat Aug 30, 2008 11:49 pm
- Forum: Engine Programming
- Topic: Wacko game changing
- Replies: 3
- Views: 1910
Wacko game changing
It's possible for stock ID Quake to have up to 4 games loaded simultaneously - glquake.exe -rogue -hipnotic -game mygame will load ID1, rogue, hipnotic and whatever mygame is into the filesystem. Now, some may think this is a cool feature, but it makes me shudder with revulsion. There are all sorts ...
- Mon Aug 25, 2008 9:49 pm
- Forum: General Discussion
- Topic: On-the-fly game changing without disconnecting players?
- Replies: 4
- Views: 1946
Actually, I think I may have misunderstood the original post. :oops: :lol: But the ability to host multiple server instances is something intriguing, don't you think? Yes it is, and I'm going to do it because it works :D :D http://www.quakeone.com/forums/showthread.php?t=3803 I'm really tired of se...
- Mon Aug 25, 2008 8:53 pm
- Forum: General Discussion
- Topic: On-the-fly game changing without disconnecting players?
- Replies: 4
- Views: 1946
- Mon Aug 25, 2008 8:49 pm
- Forum: General Discussion
- Topic: On-the-fly game changing without disconnecting players?
- Replies: 4
- Views: 1946
You'd need a rewrite of the server code in the engine to properly support this. Right now there are a couple of structures that hold server info, with only one instance of each being active at a time. Ideally, all of the sv_*.c files would need to convert to C++ (not difficult, I've personally alrea...
- Tue Aug 19, 2008 5:10 pm
- Forum: General Discussion
- Topic: Playing Quake Expansion Pack 2
- Replies: 17
- Views: 4400
I've never been entirely convinced that SoA was better. All the consecutive base levels at the start seem to have dated incredibly quick (TBH they felt dated by the time I'd bought it, when I'd already played Q2), and a lot of the new features are gimmicky hacks more than anything else. The weapons ...
- Fri Aug 08, 2008 7:16 pm
- Forum: General Discussion
- Topic: Rising mod water?
- Replies: 12
- Views: 3881
- Thu Aug 07, 2008 9:31 am
- Forum: General Discussion
- Topic: Rising mod water?
- Replies: 12
- Views: 3881
- Wed Aug 06, 2008 5:56 pm
- Forum: General Programming
- Topic: Compiling Quake on a Mac
- Replies: 1
- Views: 2338
- Wed Aug 06, 2008 12:56 pm
- Forum: Engine Programming
- Topic: Protocol Bandwidth Optimisation
- Replies: 14
- Views: 5833
- Tue Aug 05, 2008 5:29 pm
- Forum: General Programming
- Topic: ToeTag 2.0 + Source Code
- Replies: 6
- Views: 4228
- Mon Aug 04, 2008 2:11 pm
- Forum: Engine Programming
- Topic: A new standardised protocol?
- Replies: 34
- Views: 12715
I think this slight sidetrack has highlighted one absolute must-have for any proposed new protocol. Whatever comes out of this discussion absolutely NEEDS to be documented properly. It might be the greatest protocol in the world, but if it can't be implemented quickly and easily in existing codebase...
- Mon Aug 04, 2008 12:36 pm
- Forum: Engine Programming
- Topic: A new standardised protocol?
- Replies: 34
- Views: 12715
Point me at the info and documentation on CSQC and I'll happily support it. :D Right now I'm having a hard time finding anything useful; the best I can find is this: http://www.fteqw.com/wiki/index.php?title=EXT_CSQC which looks like a journey through trial and error - not my idea of fun. :( Same ap...
- Sun Aug 03, 2008 10:53 am
- Forum: Engine Programming
- Topic: Protocol Bandwidth Optimisation
- Replies: 14
- Views: 5833
- Sun Aug 03, 2008 10:32 am
- Forum: Engine Programming
- Topic: A new standardised protocol?
- Replies: 34
- Views: 12715