 Suggestion
#27102 posted by Preach on 2016/02/08 19:14:51
Engines
Coding
Other PC Games
+1 more?
Perhaps the modelling thread 4th? It's not quite as high traffic as the others, but it's going through a bit of a surge currently...
 @shambler
#27103 posted by Baker on 2016/02/08 19:29:57
That reply was about as perfect as a perfect reply could ever be!
#27104 posted by mankrip on 2016/02/08 22:16:50
"Other PC games" don't need to be stickied. They should bow down before Quake!
Seriously, that's unnecessary.
 Yes
#27105 posted by Kinn on 2016/02/08 22:25:38
Other PC Games should not be a sticky. Jobs Wanted should probably also be unstickied; that's a pretty low traffic thread.
Coding
Models
Engines
those three sound good.
To be honest I think it should just be "other games" instead. A lot of the people own one or more consoles surely?
 I Agree With Kinn
#27107 posted by SleepwalkR on 2016/02/08 22:53:47
While it's of course fine if people want to discuss other games on here, it's not directly related to the main purpose. Coding, Models, Engines sounds fine.
 Thanks Shambler...
... you smug cunt.
 Amazon Releases Game Engine
#27109 posted by primal on 2016/02/09 10:50:30
http://aws.amazon.com/lumberyard/
"Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch � with full source."
#27110 posted by Joel B on 2016/02/09 19:14:36
Yeah looks like they have branched from CryEngine to make something to encourage games to use AWS and Twitch. Interesting.
 Google Drive Image Shitbollocks
#27111 posted by Kinn on 2016/02/10 01:54:06
Ok googling for an answer to this is strangely impossible for some reason, so I'll try here (long shot):
Does anyone store images on Google Drive and if so (short of downloading the sodding thing again) how the fuck do you preview the image in its native size once it's on Google Drive? I swear to god this was possible once upon a time.
#27112 posted by mankrip on 2016/02/10 02:36:27
They probably changed that to avoid hotlinking.
 Bah
#27113 posted by Kinn on 2016/02/10 10:35:46
Don't need a link to it just want to preview my images, not a crap compressed small version of the image. I swear there was a zoom slider which let you do this but it's gone now:(
 Question Related To Darkplaces
#27114 posted by aDaya on 2016/02/11 00:46:48
When playing Darkplaces I always felt like the player physics and movement where different than of Q1.
Then one day I red that DP have Q3 physics and movements instead of Q1. Is it true? And if it is, why is that, and is there a way to get Q1 movements and physics back in there? (last question regarding possible Q1-like making)
#27115 posted by Baker on 2016/02/11 01:09:21
Setting sv_protocol QUAKE in DarkPlaces should be essentially Quake physics. It defaults to DPP7 which is a protocol with prediction in it so the physics are slightly different.
 Also
#27116 posted by PuLSaR on 2016/02/11 01:25:01
I've accidently found that some pickup fall out of the level in DP, while they don't do that in regular engines (Mark V, QS). wtf?
 Sv_protocolname
#27117 posted by aDaya on 2016/02/11 01:29:28
Putting it to "quake" and restarting a level crashes it, lol
 But In That Case
#27118 posted by aDaya on 2016/02/11 01:41:15
Can Q1 movements/physics be emulated via variables manipulation, just like Daikatana did with the Q2 engine (where Q2's movements and physics were largely different than Q1)?
#27119 posted by ericw on 2016/02/11 01:48:13
Cool, didn't know about that cvar. :-) I think you just found a bug Daya; it works if you set it when disconnected., i.e.:
disconnect
sv_protocolname quake
map e1m1
 Ah, Now It's A Bit Better To Play
#27120 posted by aDaya on 2016/02/11 02:02:48
Though I ask, if it's a matter of prediction, does that mean the QUAKE protocol should be ditched in favor to DP7 if it's obsolete, or it just doesn't matter in the grand scheme of things if it's about player movement and physics?
 Again, I Ask This Because Of Potential Q1-like Game Making
#27121 posted by aDaya on 2016/02/11 02:03:49
#27122 posted by Baker on 2016/02/11 02:46:45
Quake's lack of an efficient protocol is a real problem for coop or deathmatch. But the word "protocol" makes it sounds simple.
It's 10 different things from separating the client and server, to timing, to reworking input and many other things.
It is a highly complex problem.
 QuakeWorld Says Hi. :P
#27123 posted by Spike on 2016/02/11 05:31:06
 Darkplaces Settings
#27124 posted by primal (nli) on 2016/02/11 07:49:13
There's a lot of settings for Darkplaces that make it work more like faithful Quake source port engines. You can find a bunch of them in Quoth's configuration files. If I remember right, they include stuff like zombie standing up behavior and grenades bouncing off slanted surfaces.
The point is that since the guys who make Quoth have gone to the trouble of setting as many of them as they could for Quoth with DP, you can at least have a look at what's in there.
 Twitter Did The Right Thing
#27125 posted by primal (nli) on 2016/02/11 07:56:34
The lizard people ass algorithm is opt-in. Praise Twitter for getting it right.
https://blog.twitter.com/2016/never-miss-important-tweets-from-people-you-follow
"Here's how it works. You flip on the feature in your setting"
... or you don't. Simple as that.
 So...
#27126 posted by aDaya on 2016/02/11 13:45:10
DP7 as a overall protocol seems to be best if I want to make a game that supports both single player and multiplayer/co-op, right?
Still, my focus on all of this is to have the player moving around and having physics just like in Q1 (minus bunnyhop, I thought of a speed-up mechanic everybody can use without breaking the game's balance), is this just a matter of overall gravity, player weigth, jump height and speed?
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