I was a little tired when I mentioned wallhacks (I live with EST timezone, meaning it was about 10 PM).
Are there such login systems avaliable for fteqw?
Search found 16 matches
- Tue Mar 04, 2014 2:11 pm
- Forum: General Programming
- Topic: Hypothetical multiplayer game with huge maps
- Replies: 18
- Views: 10591
- Tue Mar 04, 2014 4:40 am
- Forum: General Programming
- Topic: Hypothetical multiplayer game with huge maps
- Replies: 18
- Views: 10591
Re: Hypothetical multiplayer game with huge maps
so...what do you recommend for open source anti cheat and file consistency, if possible?
- Tue Mar 04, 2014 3:37 am
- Forum: General Programming
- Topic: Hypothetical multiplayer game with huge maps
- Replies: 18
- Views: 10591
Re: Hypothetical multiplayer game with huge maps
sv_pure would be meant to have the same task that it would on an id tech 3 or id tech 4 game, by restricting the content to what is provided by the server to prevent wallhacks or similar cheating problems. As such, it couldn't rely on how the game engine is compiled, or be strictly a "debug&quo...
- Mon Mar 03, 2014 6:47 pm
- Forum: General Programming
- Topic: Hypothetical multiplayer game with huge maps
- Replies: 18
- Views: 10591
Re: Hypothetical multiplayer game with huge maps
bump, because nobody would look at the thread if i didn't
I have a couple questions before this thread is completely forgotten.
How well can fteqw support 64 players?
Does fteqw support sv_pure?
How easy is it for darkplaces have voip and sv_pure implemented?
I have a couple questions before this thread is completely forgotten.
How well can fteqw support 64 players?
Does fteqw support sv_pure?
How easy is it for darkplaces have voip and sv_pure implemented?
- Thu Feb 13, 2014 1:46 am
- Forum: General Programming
- Topic: Hypothetical multiplayer game with huge maps
- Replies: 18
- Views: 10591
Re: Hypothetical multiplayer game with huge maps
Didn't know that darkplaces supported obj.
@Leileilol: Is Darkplaces' OBJ map support better than FTEQW's heightmaps In Your Opinion?
@Leileilol: Is Darkplaces' OBJ map support better than FTEQW's heightmaps In Your Opinion?
- Tue Feb 11, 2014 6:10 pm
- Forum: General Programming
- Topic: Hypothetical multiplayer game with huge maps
- Replies: 18
- Views: 10591
Re: Hypothetical multiplayer game with huge maps
define 'huge'... Think huge as in battlefield 2 64-player map huge, maybe even project reality 100-player map huge :P @goldenboy: As far as I know, the Doom 3 engine has support for megatextures, although the support is slightly more primitive than etqw. I have no idea if the megatexture code in Do...
- Mon Feb 10, 2014 11:55 pm
- Forum: General Programming
- Topic: Hypothetical multiplayer game with huge maps
- Replies: 18
- Views: 10591
Hypothetical multiplayer game with huge maps
I was curious as to what the best FLOSS engine for a multiplayer game with huge outdoor maps would be. Cube 2? (Octree) Red Eclipse (Improved Cube 2)? (Octree) FTEQW? (Heightmaps and BSP) Id Tech 4? (MegaTextures and BSP) Doom 3 BFG? (MegaTextures and BSP) Torque 3d*? (No idea) Lets say... 64 player...
- Wed Jan 15, 2014 2:28 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6078537
Re: What are you working on?
Similarly i'm also doing overhauls. I'm still on fixed function, but the art direction greatly evolved, and through insanity, lessons are constantly learned. Target polycounts fluctuate, and texture usage and efficiency gets really boiled down. *insert boobs here* As you can see I'm really trying t...
- Sat Jan 11, 2014 9:57 pm
- Forum: General Discussion
- Topic: qlumpy not working
- Replies: 8
- Views: 2835
Re: qlumpy not working
I think the path is screwed. It also attempts to generate a file called gfx_wad.lsgfx.wad I wouldn't know what the proper syntex is, as I don't really know how to code. Maybe you guys can look at it. edit: I have lost interest in Open Quartz. Had I not been interested in the first place, people migh...
- Sat Jan 11, 2014 5:24 pm
- Forum: General Discussion
- Topic: qlumpy not working
- Replies: 8
- Views: 2835
Re: qlumpy not working
Look at the difference between the file path generated and the path expected. There's the answer. I'm not sure I understand what you're saying. If I copied gfx to gfx_wad.lsgfx I get "Couldn't open image /home/danfun64/Documents/openquartz-src/pak0/gfx_lmp.lsgfx/palette.png make: *** [gfx/bigb...
- Fri Jan 10, 2014 6:48 pm
- Forum: General Discussion
- Topic: qlumpy not working
- Replies: 8
- Views: 2835
Re: qlumpy not working
I don't have a gfx_wad.lsgfx folder or a pak0/gfx/wad folder. My numbers.png is in pak0/gfx.
- Fri Jan 10, 2014 3:51 pm
- Forum: General Discussion
- Topic: qlumpy not working
- Replies: 8
- Views: 2835
Re: qlumpy not working
I'm not sure. I was hoping you guys could help with that.
Note: I have performed make clean on my pak0 folder.
http://pastebin.com/NTfaq5Ya
This is the source that I am using:
http://openquartz.cvs.sourceforge.net/v ... /?view=tar
Note: I have performed make clean on my pak0 folder.
http://pastebin.com/NTfaq5Ya
This is the source that I am using:
http://openquartz.cvs.sourceforge.net/v ... /?view=tar
- Thu Jan 09, 2014 5:48 pm
- Forum: General Discussion
- Topic: qlumpy not working
- Replies: 8
- Views: 2835
qlumpy not working
Hello. I was interested in compiling the newest trunk version of openquartz (2006-ish). I compiled the tools, but I get a weird error...
http://pastebin.com/5V5YJP38
I am running Debian Jessie 64-bit.
http://pastebin.com/5V5YJP38
I am running Debian Jessie 64-bit.
- Wed May 11, 2011 10:43 pm
- Forum: General Discussion
- Topic: QuakeDev.com downtime and request for archival
- Replies: 90
- Views: 60292
quakedev request
hello again
Shame that quakedev is dead, because I am looking for a specific file.
synq-alpha-007.7z
It contains a couple models and textures/skins that I find highly valuable. I know that synq is dead but that only makes the files I need harder to find. Please reupload it, at least for my sake?
Shame that quakedev is dead, because I am looking for a specific file.
synq-alpha-007.7z
It contains a couple models and textures/skins that I find highly valuable. I know that synq is dead but that only makes the files I need harder to find. Please reupload it, at least for my sake?
- Wed Jun 16, 2010 3:51 pm
- Forum: QuakeC Programming
- Topic: Anybody know how to make machinima in quakec?
- Replies: 3
- Views: 885