Search found 2292 matches
- Sun Aug 03, 2008 12:02 am
- Forum: Engine Programming
- Topic: Protocol Bandwidth Optimisation
- Replies: 14
- Views: 5892
- 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...
- 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...
- Sat Aug 02, 2008 7:05 pm
- Forum: Engine Programming
- Topic: A new standardised protocol?
- Replies: 34
- Views: 13016
- 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...
- 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...
- Tue Jul 29, 2008 6:11 pm
- Forum: General Discussion
- Topic: Quake 1 + 2 tie-in story line
- Replies: 24
- Views: 7582
- 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...
- 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...
- 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 ...
- 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...
- Tue Jun 24, 2008 4:34 pm
- Forum: Engine Programming
- Topic: What things are worth listing about engines?
- Replies: 24
- Views: 12725
- 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 ...
- Mon Jun 23, 2008 7:26 pm
- Forum: Engine Programming
- Topic: What things are worth listing about engines?
- Replies: 24
- Views: 12725
- 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...