Search found 37 matches
- 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 ...
- Sun Jun 12, 2011 10:33 pm
- Forum: Modeling
- Topic: Wingskull Flying monster
- Replies: 16
- Views: 30355
- Sun Jun 12, 2011 10:30 pm
- Forum: Engine Programming
- Topic: QW Master Server Protocol
- Replies: 3
- Views: 1468
- 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 ...
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 ...
- 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 ...
- Sat Jun 11, 2011 1:16 pm
- Forum: OpenGL Programming
- Topic: Too slow when too much sprites
- Replies: 11
- Views: 7527
- 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 ...
If you're at all interested in C# it's worth having a look at the SharpQuake sources ...
- Fri Jun 10, 2011 1:20 am
- Forum: General Programming
- Topic: SharpQuake tuts?
- Replies: 5
- Views: 3070
- 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 ...
=========
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 ...
- Thu Jun 09, 2011 4:08 pm
- Forum: Engine Programming
- Topic: NQ connecting to QW?
- Replies: 6
- Views: 1756
- 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...
- 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 ...
- Wed Jun 08, 2011 11:34 pm
- Forum: Programming Tutorials
- Topic: GLQuake Memory Saving
- Replies: 5
- Views: 3499
- 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?
- 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 ...
What you're proposing, a smart monster utilizing better navigation, isn't that difficult, to which I agree. With ...