Quake Standards Base discussion
Moderator: InsideQC Admins
I'd appreciate if QuakeWorld engine-devs could voice problems they might see with the spec, as I have limited knowledge about QW engines.
Should there exist QW specific extensions? A couple features which I'd like to see in more QW engines are cvars to alter the prediction to a larger extent, more predicted movetypes (useful for spectators and otherwise flying players and such). Didn't QW also remove some features and builtins which had to do with monsters? Coop-mods would probably like to have these back...
Should there exist QW specific extensions? A couple features which I'd like to see in more QW engines are cvars to alter the prediction to a larger extent, more predicted movetypes (useful for spectators and otherwise flying players and such). Didn't QW also remove some features and builtins which had to do with monsters? Coop-mods would probably like to have these back...
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
The stock QuakeWorld server removed support for easy/medium/hard ent spawning, deathmatch entity spawning is the only choice. This is the spawnflags stuff. This means that true coop requires a modified server. QuakeWorld does not support the mission packs. You don't get the extra saved/scratch cvars.
Monster AI itself works fine in QW.
Stock QW also only supports dead or MOVETYPE_WALK(like) physics. No fly mode, no noclip (unless you're a spectator).
ZQuake readded these (first, anyway). They're supported properly in ZQuake/Fuhquake/ezQuake/FTE. So yes, some extensions would be good, they're just generally already implemented, we also have svc_particle!
Monster AI itself works fine in QW.
Stock QW also only supports dead or MOVETYPE_WALK(like) physics. No fly mode, no noclip (unless you're a spectator).
ZQuake readded these (first, anyway). They're supported properly in ZQuake/Fuhquake/ezQuake/FTE. So yes, some extensions would be good, they're just generally already implemented, we also have svc_particle!
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
the particle builtin in NQ was removed in stock QW. This affects only
blood effects, which were made temp entities. This means that you get a much more limited choice of colours etc.
Prediction can be changed in QW as physics can in NQ. You just can't really attach any game code to it. Jump height is fixed at 270, you can add extra server side, but doing so will give a glitch each time you jump. pm_bunnyspeedcap 1 will disable bunnyhopping in zquake+fte+derivatives.
blood effects, which were made temp entities. This means that you get a much more limited choice of colours etc.
Prediction can be changed in QW as physics can in NQ. You just can't really attach any game code to it. Jump height is fixed at 270, you can add extra server side, but doing so will give a glitch each time you jump. pm_bunnyspeedcap 1 will disable bunnyhopping in zquake+fte+derivatives.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
It's a little big. I don't see the point for extensions.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
dreadlorde:
The checkextension system is pretty standard for any respected engine to have, so I figured it should be part of QSB. How do you mean "big"?
Spike:
How do you mean can't attach any gamecode to it?
Could jump height be added as a cvar to QW engines?
The checkextension system is pretty standard for any respected engine to have, so I figured it should be part of QSB. How do you mean "big"?
Spike:
How do you mean can't attach any gamecode to it?
Could jump height be added as a cvar to QW engines?
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Urre wrote:dreadlorde:
The checkextension system is pretty standard for any respected engine to have, so I figured it should be part of QSB.
What engines have it?
Urre wrote:How do you mean "big"?
It's rather long, and is starting to look like a real "standard" a.k.a. standard by committee.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
dreadlorde wrote:What engines have it?
I've always imagined practicly all the big ones have it, but seeing you say that makes me wonder... DarkPlaces and FTE have it for a fact, and it'd be nice if people who know more than I do could list more.
Should QSB care about extensions? I always took it as a given, maybe I shouldn't? I recall LordHavoc even suggesting that QSB itself should be an extension, which was a rather cool idea in a sense.
dreadlorde wrote:It's rather long, and is starting to look like a real "standard" a.k.a. standard by committee.
Why thank you, I'll take that as a compliment!
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c.Urre wrote:Why thank you, I'll take that as a compliment!
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
dreadlorde wrote:That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c.Urre wrote:Why thank you, I'll take that as a compliment!
OpenGL?
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
At least it's not DX.mh wrote:dreadlorde wrote:That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c.Urre wrote:Why thank you, I'll take that as a compliment!
OpenGL?
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
-

dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
dreadlorde wrote:At least it's not DX.mh wrote:dreadlorde wrote:That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c.Urre wrote:Why thank you, I'll take that as a compliment!
OpenGL?
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
<offtopic>
opengl was not designed by a commitee, at least not originally.
The ARB arose before GL1.2, it was designed by SGI beforehand.
</offtopic>
This is my fear for any standard :)
opengl was not designed by a commitee, at least not originally.
The ARB arose before GL1.2, it was designed by SGI beforehand.
</offtopic>
It's a little big. I don't see the point for extensions.
This is my fear for any standard :)
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Who is online
Users browsing this forum: No registered users and 1 guest