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A comparison of Quake Engines focused on Singleplayer
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Apr 14, 2008 11:28 pm    Post subject: Reply with quote

Spirit: TBH I find this criteria questionable. You see, I can build a small room and crank more than 256 models in there. This would disqualify any engine not supporting different network protocols, regardless of the pointed bug in warpc.bsp. Is that what are you testing ? (not trying to say that is not a valid test; but then you're testing completely different things at the same time, and this could mislead people to think engine A or B is broken when in fact the reason for not running the map is another). That's my point, but again, it's just an observation.
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frag.machine - Q2K4 Project
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Tue Apr 15, 2008 7:49 am    Post subject: Reply with quote

while talking about faithfull dont forget tochris/gltochris
albeit the code tree reads more like quake2.

its not directly a modders engine "gets very pissy about some qc vars"
Laughing it actually can be made to look very nice as shown in the example i uploaded in general.

heh and well tenebrae while it had its fair share of nasty hacks one thing was actually pretty good the scriptable particle system Wink
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Tue Apr 15, 2008 7:51 am    Post subject: Reply with quote

while talking about faithfull dont forget tochris/gltochris
albeit the code tree reads more like quake2.

its not directly a modders engine "gets very pissy about some qc vars"
Laughing it actually can be made to look very nice as shown in the example i uploaded in general.

heh and well tenebrae while it had its fair share of nasty hacks one thing was actually pretty good the scriptable particle system Wink
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