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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 
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 
http://aws.amazon.com/lumberyard/

"Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch � with full source." 
 
Yeah looks like they have branched from CryEngine to make something to encourage games to use AWS and Twitch. Interesting. 
Google Drive Image Shitbollocks 
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. 
 
They probably changed that to avoid hotlinking. 
Bah 
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 
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) 
 
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 
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 
Putting it to "quake" and restarting a level crashes it, lol 
But In That Case 
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)? 
 
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 
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 
 
 
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 
 
Darkplaces Settings 
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 
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... 
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? 
@spike 
Spike, you were the one that talked me out of carving up a quick-like FitzQuakeWorld out of ZQuake telling me how the Quakeworld protocol doesn't have baseline compression and just limits entities sent.

@daya -- you have many questions. If you want to fulfill that curiosity, go to http://forums.insideqc.com/ and find threads where Spike is replying. Spike has posted voluminousness quantities of info on such topics. 
Someone Is Complaining About The Arcane Dimensions Readme 
Which is unfair, no readme can ever be complete.

In Quake, there are just way too many people who have added some bricks to the mountaintop.

The list goes haywire very quickly. 
Get Matthew McConaughey On The Phone 
We're gonna need him. Gravity Waves have just been confirmed.

For non-space geeks this is a huge deal! Could open all sorts of doors, and some actual legit theories even predict that parallel universes could be detected as their gravity waves would be the only things that could propagate into our universe...

https://www.theguardian.com/science/2016/feb/11/gravitational-waves-discovery-hailed-as-breakthrough-of-the-century 
#27129 
Prof Neil Turok, director the Perimeter Institute for Theoretical Physics at Waterloo in Canada
� and dinosaur hunter during his free time. 
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