Search found 16 matches

by Danfun64
Tue Mar 04, 2014 2:11 pm
Forum: General Programming
Topic: Hypothetical multiplayer game with huge maps
Replies: 18
Views: 10591

Re: Hypothetical multiplayer game with huge maps

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?
by Danfun64
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?
by Danfun64
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...
by Danfun64
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?
by Danfun64
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?
by Danfun64
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...
by Danfun64
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...
by Danfun64
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...
by Danfun64
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...
by Danfun64
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...
by Danfun64
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.
by Danfun64
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
by Danfun64
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.
by Danfun64
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 :P

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?
by Danfun64
Wed Jun 16, 2010 3:51 pm
Forum: QuakeC Programming
Topic: Anybody know how to make machinima in quakec?
Replies: 3
Views: 885

how do you hard code it? are there better choices for scripting machinima for beginners (preferably keeping old-school gameplay style)?