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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sat Feb 06, 2010 7:09 pm Post subject: |
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I'd appreciate if QuakeWorld engine-devs could voice problems they might see with the spec, as I have limited knowledge about QW engines.
Should there exist QW specific extensions? A couple features which I'd like to see in more QW engines are cvars to alter the prediction to a larger extent, more predicted movetypes (useful for spectators and otherwise flying players and such). Didn't QW also remove some features and builtins which had to do with monsters? Coop-mods would probably like to have these back... _________________ Look out for Twigboy |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sat Feb 06, 2010 9:05 pm Post subject: |
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Did a bunch of updates and cleanups, and added .md2 support to the list, no idea why I missed it. _________________ Look out for Twigboy |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Sun Feb 07, 2010 1:56 am Post subject: |
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The stock QuakeWorld server removed support for easy/medium/hard ent spawning, deathmatch entity spawning is the only choice. This is the spawnflags stuff. This means that true coop requires a modified server. QuakeWorld does not support the mission packs. You don't get the extra saved/scratch cvars.
Monster AI itself works fine in QW.
Stock QW also only supports dead or MOVETYPE_WALK(like) physics. No fly mode, no noclip (unless you're a spectator).
ZQuake readded these (first, anyway). They're supported properly in ZQuake/Fuhquake/ezQuake/FTE. So yes, some extensions would be good, they're just generally already implemented, we also have svc_particle! _________________ What's a signature? |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Feb 07, 2010 10:45 pm Post subject: |
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If they're generally already implemented I say "great!", but it's still nice to list them in the standard.
What about prediction modifying by cvars? Is this already possible in stock?
What's svc_particle?  _________________ Look out for Twigboy |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Sun Feb 07, 2010 10:52 pm Post subject: |
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the particle builtin in NQ was removed in stock QW. This affects only
blood effects, which were made temp entities. This means that you get a much more limited choice of colours etc.
Prediction can be changed in QW as physics can in NQ. You just can't really attach any game code to it. Jump height is fixed at 270, you can add extra server side, but doing so will give a glitch each time you jump. pm_bunnyspeedcap 1 will disable bunnyhopping in zquake+fte+derivatives. _________________ What's a signature? |
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dreadlorde

Joined: 24 Nov 2009 Posts: 86
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Posted: Sun Feb 07, 2010 10:57 pm Post subject: |
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It's a little big. I don't see the point for extensions. _________________
Ken Thompson wrote: | One of my most productive days was throwing away 1000 lines of code. |
Get off my lawn! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Feb 07, 2010 11:02 pm Post subject: |
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Added a note about r_wateralpha support.
Added DP_QC_FS_SEARCH, makes sense to have together with FRIK_FILE.
Fog is only a requirement in hardware accelerated engines. _________________ Look out for Twigboy |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Feb 07, 2010 11:07 pm Post subject: |
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dreadlorde:
The checkextension system is pretty standard for any respected engine to have, so I figured it should be part of QSB. How do you mean "big"?
Spike:
How do you mean can't attach any gamecode to it?
Could jump height be added as a cvar to QW engines? _________________ Look out for Twigboy |
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dreadlorde

Joined: 24 Nov 2009 Posts: 86
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Posted: Sun Feb 07, 2010 11:24 pm Post subject: |
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Urre wrote: | dreadlorde:
The checkextension system is pretty standard for any respected engine to have, so I figured it should be part of QSB. |
What engines have it?
Urre wrote: | How do you mean "big"? |
It's rather long, and is starting to look like a real "standard" a.k.a. standard by committee. _________________
Ken Thompson wrote: | One of my most productive days was throwing away 1000 lines of code. |
Get off my lawn! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Feb 08, 2010 8:26 am Post subject: |
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dreadlorde wrote: | What engines have it? |
I've always imagined practicly all the big ones have it, but seeing you say that makes me wonder... DarkPlaces and FTE have it for a fact, and it'd be nice if people who know more than I do could list more.
Should QSB care about extensions? I always took it as a given, maybe I shouldn't? I recall LordHavoc even suggesting that QSB itself should be an extension, which was a rather cool idea in a sense.
dreadlorde wrote: | It's rather long, and is starting to look like a real "standard" a.k.a. standard by committee. |
Why thank you, I'll take that as a compliment! _________________ Look out for Twigboy |
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dreadlorde

Joined: 24 Nov 2009 Posts: 86
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Posted: Mon Feb 08, 2010 6:19 pm Post subject: |
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Urre wrote: | Why thank you, I'll take that as a compliment! | That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c. _________________
Ken Thompson wrote: | One of my most productive days was throwing away 1000 lines of code. |
Get off my lawn! |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Mon Feb 08, 2010 6:43 pm Post subject: |
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dreadlorde wrote: | Urre wrote: | Why thank you, I'll take that as a compliment! | That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c. |
OpenGL?  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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dreadlorde

Joined: 24 Nov 2009 Posts: 86
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Posted: Mon Feb 08, 2010 8:09 pm Post subject: |
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mh wrote: | dreadlorde wrote: | Urre wrote: | Why thank you, I'll take that as a compliment! | That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c. |
OpenGL?  | At least it's not DX. _________________
Ken Thompson wrote: | One of my most productive days was throwing away 1000 lines of code. |
Get off my lawn! |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Mon Feb 08, 2010 8:25 pm Post subject: |
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dreadlorde wrote: | mh wrote: | dreadlorde wrote: | Urre wrote: | Why thank you, I'll take that as a compliment! | That's not a good thing. Standards by committees suck, for examples see POSIX, USB, XML, HTML, &c. |
OpenGL?  | At least it's not DX. |
 _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Mon Feb 08, 2010 8:54 pm Post subject: |
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<offtopic>
opengl was not designed by a commitee, at least not originally.
The ARB arose before GL1.2, it was designed by SGI beforehand.
</offtopic>
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It's a little big. I don't see the point for extensions.
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This is my fear for any standard :) _________________ What's a signature? |
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