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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Mon Apr 14, 2008 11:28 pm Post subject: |
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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. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Tue Apr 15, 2008 7:49 am Post subject: |
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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"
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  |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Tue Apr 15, 2008 7:51 am Post subject: |
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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"
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  |
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