Search found 37 matches

by ArchAngel
Sun Jun 12, 2011 11:05 pm
Forum: Engine Programming
Topic: An open letter to QuakeWorld developers.
Replies: 4
Views: 1865

An open letter to QuakeWorld developers.

Lets' be honest, 15 years on and QuakeWorld is still where it's at for fast paced Multiplayer gaming. Quake2 is dull, Quake3 tried too hard. QW on the otherhand got it so right that we had things like RocketJumping appearing before even ID knew what was going on. But it's appeal has wained now ...
by ArchAngel
Sun Jun 12, 2011 10:33 pm
Forum: Modeling
Topic: Wingskull Flying monster
Replies: 16
Views: 30355

I love this, it's got a real doom/quake feel to it. What license is it released under?
by ArchAngel
Sun Jun 12, 2011 10:30 pm
Forum: Engine Programming
Topic: QW Master Server Protocol
Replies: 3
Views: 1468

Yeah I had a look through the defines, anything with an M in is a Master comm packet, the rest are all client to server.

The thing is a stoc QuakeWorld server still sends it's client count to the Master, therefore a decent master implementation must have that as a callable value.

Has anyone got a ...
by ArchAngel
Sun Jun 12, 2011 8:34 pm
Forum: Engine Programming
Topic: QW Master Server Protocol
Replies: 3
Views: 1468

QW Master Server Protocol

So after a day of playing with the QW master server protocol I've figured out the basic commands
a is a heartbeat and followed by an incrementing value and then a client count
c is a query statement and gets the ip address and port for the server
C is the close command from the server
k is a ...
by ArchAngel
Sun Jun 12, 2011 1:43 pm
Forum: Programming Tutorials
Topic: [SharpQuake] - Compressed PK3 support
Replies: 5
Views: 3334


If it's cross platform then I'd find that very useful!

If it's from the shell namespace then it's very heavily non platform neutral I'm afraid. In fairness I try and avoid any of the shell namespace stuff especially from a managed environment. It's all a bit of a kludge and the MS implementation ...
by ArchAngel
Sat Jun 11, 2011 1:16 pm
Forum: OpenGL Programming
Topic: Too slow when too much sprites
Replies: 11
Views: 7527

One of the things that can really slow down sprite like effects is the billboarding part of the render. This is the bit where the texture is oriented to face the camera. One option here is to replace the sprite with a Point sprite. This basically allows you to apply a texture to an OpenGl point ...
by ArchAngel
Fri Jun 10, 2011 5:12 pm
Forum: General Programming
Topic: SharpQuake tuts?
Replies: 5
Views: 3070

I've not come across Silverlight Quake, but it's pretty certain not to be as SharpQuake uses OpenGL via the OpenTK library which PInvokes all the native calls which you're not allowed to do from with Silverlight.

If you're at all interested in C# it's worth having a look at the SharpQuake sources ...
by ArchAngel
Fri Jun 10, 2011 1:20 am
Forum: General Programming
Topic: SharpQuake tuts?
Replies: 5
Views: 3070

Two votes is good enough for me... first tut is up :)
by ArchAngel
Fri Jun 10, 2011 1:12 am
Forum: Programming Tutorials
Topic: [SharpQuake] - Compressed PK3 support
Replies: 5
Views: 3334

[SharpQuake] - Compressed PK3 support

Objective
=========

In this tutorial we're going to add Compressed PK3 support to SharpQuake.


Impetus
=========

PAK files are pretty horrible, you need special tools to add to them and they don't provide any form of compression. This will allow us to easily add files in an industry standard ...
by ArchAngel
Thu Jun 09, 2011 4:08 pm
Forum: Engine Programming
Topic: NQ connecting to QW?
Replies: 6
Views: 1756

No, I don't mind at all :)

I'm working on 3 different Quake projects, because I've never been able to start a single project and stick to it... I get distracted and want to test out other things while I try and figure out why the other bits don't work properly :)

The first is an engine based on ...
by ArchAngel
Thu Jun 09, 2011 2:07 am
Forum: General Programming
Topic: SharpQuake tuts?
Replies: 5
Views: 3070

SharpQuake tuts?

Is anyone interested in some SharpQuake tuts? I'm not sure if there are any C# coders (or wouldbe coders for that matter) hanging around here, but since I'm playing around with it I'd be happy to share some if people will find the useful...
by ArchAngel
Thu Jun 09, 2011 12:08 am
Forum: Engine Programming
Topic: NQ connecting to QW?
Replies: 6
Views: 1756

Ok fantastic thanks, that's a lot to digest. Unfortunately simply linking the DLL isn't really an option for me as I'm working from the SharpQuake code base this time (C# all the way...), but at least having a timeline for the connection and the ability to partially test as I go a long will help. I ...
by ArchAngel
Wed Jun 08, 2011 11:34 pm
Forum: Programming Tutorials
Topic: GLQuake Memory Saving
Replies: 5
Views: 3499

Just tried this in a stock QuakeWorld client and it crashes it... the function looks pretty damn similar to the NQ one... any thoughts?
by ArchAngel
Wed Jun 08, 2011 8:44 pm
Forum: Engine Programming
Topic: NQ connecting to QW?
Replies: 6
Views: 1756

NQ connecting to QW?

I know some people have added NQ support into QW and I see DarkPlaces supports QW, but how much difference is there between the NQ and QW protocol. I know it's not a trivial matter to allow NQ engines access to QuakeWorld, but has anyone looked into what's needed to get things up and running?
by ArchAngel
Tue Jun 07, 2011 11:13 pm
Forum: Artificial Intelligence
Topic: Questions about Quake bots
Replies: 8
Views: 17104

I took this to mean making an arbitrary monster's cpde into a full fledged bot, so more "Write a bot from scratch. Be hampered by using an existing monster's model and code as a base".

What you're proposing, a smart monster utilizing better navigation, isn't that difficult, to which I agree. With ...