Search found 2292 matches

by mh
Sun Aug 03, 2008 12:02 am
Forum: Engine Programming
Topic: Protocol Bandwidth Optimisation
Replies: 14
Views: 5892

By the way (and not looking to bump my post count at all, oh no siree) there's a buffer overrun vulnerability in the stock ID code. The max entity packet size is 18 bytes, but it just checks for an overflow on 16. That needs to be fixed too. :D
by mh
Sat Aug 02, 2008 11:59 pm
Forum: Engine Programming
Topic: Protocol Bandwidth Optimisation
Replies: 14
Views: 5892

Hmmmm, that's quite true. Let's see, the really critical ones are origin, angles and frame, so an alternative option would be to cycle through them and not change the baseline for a different one of them each time. This could probably only need to happen on the server, and would give a better chance...
by mh
Sat Aug 02, 2008 7:25 pm
Forum: Engine Programming
Topic: Protocol Bandwidth Optimisation
Replies: 14
Views: 5892

Protocol Bandwidth Optimisation

I've split this from the general protocol discussion thread so that we don't confuse things. Two things come to mind that could be used to optimise the bandwidth usage. First is a non-breaking change, the second is a breaking change and would require a protocol version update. Disclaimer : It's poss...
by mh
Sat Aug 02, 2008 7:05 pm
Forum: Engine Programming
Topic: A new standardised protocol?
Replies: 34
Views: 13016

I've two ideas coming right up! :D

Gonna create a new thread for them though, which seems a sensible thing, so as not to clutter up one discussion with another and end up with a confusing mess of cross-posting.
by mh
Wed Jul 30, 2008 9:01 pm
Forum: Engine Programming
Topic: A new standardised protocol?
Replies: 34
Views: 13016

Removing limits is a good thing, but I think you've hit the nail bang on the head when you mention two types of limits. While it can be done on both client and server side in isolation, getting them to talk together over the standard Q1 protocol is the challenge. Ideas I have: * Discard the standard...
by mh
Tue Jul 29, 2008 11:27 pm
Forum: General Discussion
Topic: Quake 1 + 2 tie-in story line
Replies: 24
Views: 7582

I'm pretty certain that the Q1 manual said that Quake is using his (?her?) own slipgates to launch an assault on earth. The way I see the sequence is: * Stroggos invasion, counterattack, etc. * Experiments with captured Strogg technology - a limited form of teleporter (the slipgate) is developed (th...
by mh
Tue Jul 29, 2008 6:11 pm
Forum: General Discussion
Topic: Quake 1 + 2 tie-in story line
Replies: 24
Views: 7582

I normally prefer not to think too much about these things, but you guys are missing one discontinuity here: Slipgates. In Q1 they're new tech, whereas in Q2 & 4 there's only evidence of the Stroggs having them. My hypothesis: Q2 is actually a prequel to Q1, and Slipgates are captured Strogg tec...
by mh
Mon Jul 28, 2008 5:41 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6205202

Nothing for the Expo itself, but I'm working on a new MHQuake and have been since the start of the year, aside from a break in April/May/June. It's been a long and painful birth, but it's also been a very enjoyable experience and I've learned a lot from what I've done so far. Visually it's utterly s...
by mh
Thu Jul 24, 2008 7:06 pm
Forum: Engine Programming
Topic: Removing the hard-coded limit on the number of particles
Replies: 3
Views: 1883

Do you really need that many particles when they look so crappy anyway? Depends. If you look at the numbers, Quake out of the box only supports 2048, which - in GLQuake - is enough for two explosions and nothing more (that's why I chose 1024 as the extra number - chances are if you run out of partic...
by mh
Wed Jul 23, 2008 6:38 pm
Forum: Engine Programming
Topic: Removing the hard-coded limit on the number of particles
Replies: 3
Views: 1883

Removing the hard-coded limit on the number of particles

I can't find a "Tutorials" section (aside from QC stuff) so apologies in advance for posting it here. This must rank as the easiest change to the engine ever, will work for both WinQuake and GLQuake, and is a good thing to have. It assumes that you're reasonably familiar with r_part.c, or ...
by mh
Wed Jun 25, 2008 8:12 pm
Forum: General Discussion
Topic: Is QuakeSrc.org ever coming back up?
Replies: 135
Views: 47693

I'd be inclined to say skip the engine specific stuff, and add three more forums: General Programming, OpenGL Programming and Tutorials. The current Engine Coding can be retained as is, perhaps with a rename to reflect it's narrower focus. The General Programming forum on QuakeSrc was not directly r...
by mh
Tue Jun 24, 2008 4:34 pm
Forum: Engine Programming
Topic: What things are worth listing about engines?
Replies: 24
Views: 12725

I can support infinite lightmaps. :P Just some thoughts... A comment on an engine like "supports 128 lightmaps" is not really useful out-of-context. An engine coder might well be aware that the hard limit on lightmaps is 64, a modder might have that information as a result of trial and err...
by mh
Mon Jun 23, 2008 9:56 pm
Forum: Engine Programming
Topic: What things are worth listing about engines?
Replies: 24
Views: 12725

ENT files can be useful for mod developers (especially if the engine can load them on the fly) so they definitely seem worth flagging, yes. Don't know about many of the rest... RScripts are kinda old hat these days aren't they? I've come to consider HUD models a compatibility breaking feature - all ...
by mh
Mon Jun 23, 2008 7:26 pm
Forum: Engine Programming
Topic: What things are worth listing about engines?
Replies: 24
Views: 12725

"If a map or mod does not work then it sucks." :) Unfortunately I've found that the converse of that is "if a map or mod does not work in (alternative engine x) then (alternative engine x) sucks." Obviously you can't test everything in a mod (I wouldn't even bother testing the 3...
by mh
Sun Jun 22, 2008 3:13 pm
Forum: Engine Programming
Topic: Expanding ammo types beyond 4?
Replies: 4
Views: 2719

Yes, Rogue can do it, but it's kinda hacky, as the engine doesn't have access to the definitions for the new ammo types (not to mention the correct icons to load). You'll really need to modify the engine if you want to do this properly, which means (1) supplying your own engine with the mod, (2) hav...