Comments on: Quake Engine Comparison http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/ The greatest Quake 1 Singleplayer site on this planet. Tue, 09 Aug 2011 22:15:18 +0000 hourly 1 By: goldenboy http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-310 goldenboy Wed, 23 Apr 2008 21:21:26 +0000 http://www.quaddicted.com/?p=103#comment-310 Small remark (@sielwolf): Tyrquake of course supports Tyrlite's variant of colored lights. .lit file support is in the air though. ;-) I agree with the gracefulness thing. I think prot15 should be the standard for some time to come. (yup, I partly support the "it's the map's fault" theory. Only up to a point though.) I agree that things like the edict limit are pretty ridiculous, or my favourite, static entities (more torches plz.) You can't blame the mapper for grandiosity of vision. On the other hand, there is such a thing as "unoptimized pig maps"... I'm pretty sure warpc falls under the vision category though, not the UPM one. As does Marcher - Marcher is super-optimized. Count the torches there. Please do remember that maps can always be split up though, since map loading is almost instant. They have to be built for this from the start, though, and Marcher would be rather hard to split up. I also think that crossplatformness and compatibility are good style (TM). Remember an engine needs an operating system and hardware to run on. There are just some additional layers involved. So even if the mess doesn't come from the engine, it's indirectly introduced by OS-specific engines. This is where OS politics enter the picture. Id Software's engine WAS crossplatform originally. So this is nothing that must be added, it's something that was lost in some cases. It's not something that can or must be requested, since it was originally part of the package. I'm pretty sure that Unix in some forms is going to stay a while longer (it's much older than Windows and deeply rooted in the scientific community), and thus it would be wise to not lose support for POSIX compliant OSes in favor of the home gamer market (i.e. MS.) Small remark (@sielwolf): Tyrquake of course supports Tyrlite’s variant of colored lights. .lit file support is in the air though. ;-)

I agree with the gracefulness thing.

I think prot15 should be the standard for some time to come. (yup, I partly support the “it’s the map’s fault” theory. Only up to a point though.) I agree that things like the edict limit are pretty ridiculous, or my favourite, static entities (more torches plz.)

You can’t blame the mapper for grandiosity of vision. On the other hand, there is such a thing as “unoptimized pig maps”… I’m pretty sure warpc falls under the vision category though, not the UPM one. As does Marcher – Marcher is super-optimized. Count the torches there.

Please do remember that maps can always be split up though, since map loading is almost instant. They have to be built for this from the start, though, and Marcher would be rather hard to split up.

I also think that crossplatformness and compatibility are good style (TM). Remember an engine needs an operating system and hardware to run on. There are just some additional layers involved. So even if the mess doesn’t come from the engine, it’s indirectly introduced by OS-specific engines. This is where OS politics enter the picture.

Id Software’s engine WAS crossplatform originally. So this is nothing that must be added, it’s something that was lost in some cases. It’s not something that can or must be requested, since it was originally part of the package.

I’m pretty sure that Unix in some forms is going to stay a while longer (it’s much older than Windows and deeply rooted in the scientific community), and thus it would be wise to not lose support for POSIX compliant OSes in favor of the home gamer market (i.e. MS.)

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By: aguirRe http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-284 aguirRe Tue, 15 Apr 2008 07:27:17 +0000 http://www.quaddicted.com/?p=103#comment-284 Let me put it this way, if you actually fixed the most obvious limits and bugs that prevent the map from being loaded, you'd probably face more bugs and bottlenecks in your (or any other) engine than you expected. It's not just being able to load a map, you should also be able to actually play it with e.g. 666 monsters running around. Spirit wanted the currently most demanding, published and still non-synthetic or otherwise corrupt map and this is it. I've plenty of maps that are even worse if you want to make your engine robust. And if any engine limit is reached, the engine should gracefully show an error message and abort, never crash like most engines do. As for protocol standards, if you make tests that I've done on most NQ engines, you may find that some engines can't even talk to themselves ... My engines default use extended protocols, but can also be set to use prot 15 and either way, produced demos can be converted into prot 15 with my ConvDem utility. No player is left in a proprietary mess that otherwise seems to be the norm. Let me put it this way, if you actually fixed the most obvious limits and bugs that prevent the map from being loaded, you’d probably face more bugs and bottlenecks in your (or any other) engine than you expected.

It’s not just being able to load a map, you should also be able to actually play it with e.g. 666 monsters running around.

Spirit wanted the currently most demanding, published and still non-synthetic or otherwise corrupt map and this is it. I’ve plenty of maps that are even worse if you want to make your engine robust.

And if any engine limit is reached, the engine should gracefully show an error message and abort, never crash like most engines do.

As for protocol standards, if you make tests that I’ve done on most NQ engines, you may find that some engines can’t even talk to themselves …

My engines default use extended protocols, but can also be set to use prot 15 and either way, produced demos can be converted into prot 15 with my ConvDem utility. No player is left in a proprietary mess that otherwise seems to be the norm.

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By: frag.machine http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-283 frag.machine Mon, 14 Apr 2008 23:10:09 +0000 http://www.quaddicted.com/?p=103#comment-283 aguirRe: If there were a new standard protocol to replace the ancient version 15 I would support it gladly. I just pointed that not running warpc.bsp doesn't always means there's a problem in the engine. ijed: no harm done, the only reason to exist limits are marking where starts our next goal. :D aguirRe: If there were a new standard protocol to replace the ancient version 15 I would support it gladly. I just pointed that not running warpc.bsp doesn’t always means there’s a problem in the engine.
ijed: no harm done, the only reason to exist limits are marking where starts our next goal. :D

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By: Spirit http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-282 Spirit Mon, 14 Apr 2008 17:27:38 +0000 http://www.quaddicted.com/?p=103#comment-282 Phew, thanks for verifying, aguirRe. I was a bit worried already, heh. :) sielwolf: Awesome, thanks! I will add it once I update it. Phew, thanks for verifying, aguirRe. I was a bit worried already, heh. :)

sielwolf: Awesome, thanks! I will add it once I update it.

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By: ijed http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-281 ijed Mon, 14 Apr 2008 14:36:23 +0000 http://www.quaddicted.com/?p=103#comment-281 Sorry I violated your engine, frag.machine. Sorry I violated your engine, frag.machine.

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By: aguirRe http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-280 aguirRe Mon, 14 Apr 2008 09:32:30 +0000 http://www.quaddicted.com/?p=103#comment-280 WarpSpasm doesn't "violate" anything at all, any limitations found in the engines are internal only and can be solved either way you see fit. Just like the silly 600 edict limit, there's no reason at all to let the internal engine protocol limit the maps. Just make sure you can communicate with engines or playback demos that have the std protocol 15. WarpSpasm doesn’t “violate” anything at all, any limitations found in the engines are internal only and can be solved either way you see fit.

Just like the silly 600 edict limit, there’s no reason at all to let the internal engine protocol limit the maps. Just make sure you can communicate with engines or playback demos that have the std protocol 15.

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By: frag.machine http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-279 frag.machine Sun, 13 Apr 2008 23:57:46 +0000 http://www.quaddicted.com/?p=103#comment-279 Hi Spirit, I already said that, but anyway: great job. I just want to point an important detail regarding the use of warpc.bsp as a "engine-killer-map". While there is actually a bug in the original GlQuake (not fixed in most of engines) preventing this map to load, I think it does not qualify as a generic engine stress test because it violates the limit of 256 precached models that any Quake-compatible engine must respect. From what I understand the WarpSpasm pack was build up and meant to be played only with engines supporting a non-standard network protocol (10000 or something) which allows the precaching of more than 256 models, among other differences. So, although I fixed the crash in Q2K4 (sorry, no public updates), it still won't run either warpc.bsp or warpd.bsp due the above mentioned reasons. Hi Spirit,

I already said that, but anyway: great job. I just want to point an important detail regarding the use of warpc.bsp as a “engine-killer-map”. While there is actually a bug in the original GlQuake (not fixed in most of engines) preventing this map to load, I think it does not qualify as a generic engine stress test because it violates the limit of 256 precached models that any Quake-compatible engine must respect. From what I understand the WarpSpasm pack was build up and meant to be played only with engines supporting a non-standard network protocol (10000 or something) which allows the precaching of more than 256 models, among other differences. So, although I fixed the crash in Q2K4 (sorry, no public updates), it still won’t run either warpc.bsp or warpd.bsp due the above mentioned reasons.

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By: RickyT23 http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-273 RickyT23 Fri, 11 Apr 2008 11:09:47 +0000 http://www.quaddicted.com/?p=103#comment-273 Very good idea Sielwolf! We need an engine (thats not DP) which will support maxed limits AND .lit files! :D Very good idea Sielwolf! We need an engine (thats not DP) which will support maxed limits AND .lit files! :D

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By: sielwolf http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-270 sielwolf Fri, 11 Apr 2008 04:07:53 +0000 http://www.quaddicted.com/?p=103#comment-270 ok, tried it myself :) here´s a list telling which engine supports colored lights: WinQuake (id): no GLQuake (id): no FitzQuake: yes aguirRe: no Tyr-GLQuake: no Darkplaces: yes JoeQuake: yes Qrack: yes QMB: yes TomazQuake: yes Telejano: yes MHQuake: ? (couldn´t get it to run properly) ProQuake: no ok, tried it myself :) here´s a list telling which engine supports colored lights:

WinQuake (id): no
GLQuake (id): no
FitzQuake: yes
aguirRe: no
Tyr-GLQuake: no
Darkplaces: yes
JoeQuake: yes
Qrack: yes
QMB: yes
TomazQuake: yes
Telejano: yes
MHQuake: ? (couldn´t get it to run properly)
ProQuake: no

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By: sielwolf http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-268 sielwolf Thu, 10 Apr 2008 15:32:42 +0000 http://www.quaddicted.com/?p=103#comment-268 hmm there has been quite some discussion about colored lights over at Func_ lately, and also some new maps with that feature (back2forwards and slave come to mind), maybe it´d be useful to add another column telling which engine supports lits ? hmm there has been quite some discussion about colored lights over at Func_ lately, and also some new maps with that feature (back2forwards and slave come to mind), maybe it´d be useful to add another column telling which engine supports lits ?

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By: dEus http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-264 dEus Wed, 09 Apr 2008 10:53:14 +0000 http://www.quaddicted.com/?p=103#comment-264 yeah, i missed that :) yeah, i missed that :)

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By: Gom Jabbar http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-262 Gom Jabbar Tue, 08 Apr 2008 20:40:51 +0000 http://www.quaddicted.com/?p=103#comment-262 dEus: The website for the SDL port says "This is a beta release. Please provide feedback...". It's not in the game itself, though, you're right about that. dEus: The website for the SDL port says “This is a beta release. Please provide feedback…”. It’s not in the game itself, though, you’re right about that.

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By: sielwolf http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-261 sielwolf Tue, 08 Apr 2008 18:36:56 +0000 http://www.quaddicted.com/?p=103#comment-261 thanks for the link to DP betas guys :) thanks for the link to DP betas guys :)

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By: goldenboy http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-259 goldenboy Tue, 08 Apr 2008 16:25:23 +0000 http://www.quaddicted.com/?p=103#comment-259 Tyr-gl supports *BSD as well as Win/Lin. Tyr development version loads and plays marcher, lr, and the packet overflow map without any errors, in GL and software. warpc "not yet." some things are moving :-) good work! Tyr-gl supports *BSD as well as Win/Lin.

Tyr development version loads and plays marcher, lr, and the packet overflow map without any errors, in GL and software. warpc “not yet.”

some things are moving :-)

good work!

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By: dEus http://www.quaddicted.com/quaddictedcom/quake-engine-comparison/comment-page-1/#comment-255 dEus Mon, 07 Apr 2008 21:02:51 +0000 http://www.quaddicted.com/?p=103#comment-255 oh, ok. i just fired fitzquake for mac up once to see if it works. it seemed pretty polished at first glance. it doesn't really mention anywhere it's just a beta, though. that's a bit misleading imo. oh, ok. i just fired fitzquake for mac up once to see if it works. it seemed pretty polished at first glance.
it doesn’t really mention anywhere it’s just a beta, though. that’s a bit misleading imo.

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