Search found 322 matches
- Thu Mar 06, 2014 8:23 pm
- Forum: General Programming
- Topic: Help with Quake Bot
- Replies: 21
- Views: 27472
Re: Help with Quake Bot
You need to respond to each svc_signon message with the appropriate reliable command (prespawn, spawn, begin), or the server drops you for having a half-open connection (which has been used as a network flood exploit in the past - hence the "brief" 30 seconds - note that upgraded server protocols ...
- Sun Jan 19, 2014 4:50 am
- Forum: Mapping
- Topic: Looking for technical advice on a map
- Replies: 6
- Views: 13840
Re: Looking for technical advice on a map
A few of the main things you run into in the stock and nearly-stock engines:
network protocol limit : packet overflow - too many entities in pvs at once, darkplaces got rid of this limit, but in general you can expect it to happen in most engines, there may be some singleplayer-centric engines with ...
network protocol limit : packet overflow - too many entities in pvs at once, darkplaces got rid of this limit, but in general you can expect it to happen in most engines, there may be some singleplayer-centric engines with ...
- Fri Jan 03, 2014 6:29 am
- Forum: General Discussion
- Topic: Engoo
- Replies: 222
- Views: 73861
Re: Engoo
Something is strange with the config. One of the settings (not sure which) will cause odd colors when the exe is restarted I couldn't duplicate it every time.
Try typing bf in the console, or pick up an item (thus causing a bonus flash), if it is using an 8bpp video mode then it will break on ...
Try typing bf in the console, or pick up an item (thus causing a bonus flash), if it is using an 8bpp video mode then it will break on ...
- Wed Sep 11, 2013 10:03 pm
- Forum: General Discussion
- Topic: Releasing an engine I was beta testing?
- Replies: 16
- Views: 7097
Re: Releasing an engine I was beta testing?
If you feel confident that you've put the appropriate effort into contacting him, and already had a prior agreement to release after a year without contact, it's pretty clear that releasing it would be fine.
Re: RTLights
The r_editlights 1 editor supports all features, and has a number of convenience features like r_editlights_copyinfo and r_editlights_pasteinfo to let you easily replicate the same settings on multiple lights, it's designed for key binds...
But as for the entity import, full features were never ...
But as for the entity import, full features were never ...
- Sat Aug 03, 2013 12:05 am
- Forum: General Discussion
- Topic: QuakeScheme?
- Replies: 13
- Views: 4809
Re: QuakeScheme?
Usual nickname I see for LISP is "Lost In Superfluous Parentheses".
I really admire LISP for consistency, but clarity is lost.
I really admire LISP for consistency, but clarity is lost.
- Fri Aug 02, 2013 6:28 pm
- Forum: General Discussion
- Topic: QuakeScheme?
- Replies: 13
- Views: 4809
Re: QuakeScheme?
Scheme is one of the more famous LISP dialects, functional programming is a different approach than macro-assemblers like C, relying entirely on nesting of parentheses for code structure, everything is an expression, and data and code are the same thing, both modifiable in the program, basically ...
- Thu Jun 13, 2013 6:45 pm
- Forum: QuakeC Programming
- Topic: MenuQC Help Needed
- Replies: 12
- Views: 7322
Re: MenuQC Help Needed
Try "\nmap start\n" and see if that does anything good? The crash is definitely a bug though.
- Wed Jun 12, 2013 9:27 pm
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 16152
Re: Possible Darkplaces bug ?
Entities being snapped to the grid right where the BSP splits, or right on the edge of a brush seems like it would be a common thing, so I'm surprised more people haven't noticed this. It happened a lot in Paintball2 since the flags tend to be centered on an axis.
Actually the netcode in quake ...
Actually the netcode in quake ...
- Sat Jun 08, 2013 12:59 am
- Forum: General Discussion
- Topic: Engoo
- Replies: 222
- Views: 73861
Re: Engoo
Engoo is awesome.
- Sat Jun 01, 2013 10:57 pm
- Forum: General Discussion
- Topic: Darkplaces on Android
- Replies: 36
- Views: 102724
Re: Darkplaces on Android
Cool that you provide some input, and great to hear that you are back into improving Darkplaces. Any approx. ETA when the SDL2.0 and those render speed-ups will arrive (for the PC version)? Would be great to have them ready for the next big Xonotic release.
The changes I speak of have been in ...
The changes I speak of have been in ...
- Sat Jun 01, 2013 6:54 am
- Forum: General Discussion
- Topic: Darkplaces on Android
- Replies: 36
- Views: 102724
Re: Darkplaces on Android
Some parts of the official Android port were never finished due to performance issues at the time and the porting was abandoned, though it appears to be adequate to play Quake, it wasn't up to my standards at the time. So I did not check in the relevant bits and pieces of the ndk build process for ...
- Thu May 09, 2013 3:30 am
- Forum: Programming Tutorials
- Topic: Tutorial: Killing z-fighting in a stock Quake engine
- Replies: 34
- Views: 58942
Re: Tutorial: Killing z-fighting in a stock Quake engine
Call me weird if you like but I tend to consider the map's coordinates for entity placement to be kind of sacred and don't mess with them.
This could have (extremely subtle) gameplay impact.
While on the subject - I still regret the fact that DarkPlaces' improved collision code requires map fixups ...
This could have (extremely subtle) gameplay impact.
While on the subject - I still regret the fact that DarkPlaces' improved collision code requires map fixups ...
- Sat May 04, 2013 12:16 am
- Forum: General Discussion
- Topic: Darkplaces on Android
- Replies: 36
- Views: 102724
Re: Darkplaces on Android
For what it's worth, DP has had incomplete Android and iPhoneOS support for some time, I just never got around to finishing it, it has been playable at various times in the past.
I admit being a little miffed if someone is going to sell it on Google Play but I have no control over that.
However ...
I admit being a little miffed if someone is going to sell it on Google Play but I have no control over that.
However ...
- Fri Apr 26, 2013 6:11 am
- Forum: Programming Tutorials
- Topic: Tutorial: Killing z-fighting in a stock Quake engine
- Replies: 34
- Views: 58942
Re: Tutorial: Killing z-fighting in a stock Quake engine
Software Quake recurses the brush model polygons down the world bsp tree and deletes the parts that end up in solid, this is why level designers encounter limits on how many brush model polys they can have on screen at once in software Quake, it can only handle so many.
In other words - it fixes ...
In other words - it fixes ...