#28332 posted by Spike on 2016/10/19 09:28:18
reading client state from the server's code? tut tut... some people have no respect for dedicated servers and latency!
but yeah, something like that would be nice.
biggest issue is that the quake injector isn't JUST maps.
#28333 posted by Baker on 2016/10/19 12:01:15
Admittedly I don't know what the code would look like in a Quakeworld engine (the FTE perspective), but in a regular Quake engine that is handled like this ...
// If client state is connected, then isn't dedicated server
// sv.name is the map name
if (svs.maxclients == 1 && cls.state == ca_connected)
{
FILE *f = fopen (va ("%s/%s.info", com_gamedir, sv.name), "rb"));
// write stats
// ...
}
A Quick N00b Question
#28334 posted by
Mugwump on 2016/10/21 00:19:30
Occasionally in the Quake forums, I stumble upon the HOM acronym. What does it mean? I've tried googling it but "hand over mouth" or "hit or miss" don't exactly fit the context...
HOM
#28335 posted by
ayy lmao on 2016/10/21 00:26:15
It stands for "Hitler Over Mussolini" - which means...when you have the option of two terrible choices, take the worst one because fuck it, when you're that screwed you may as well just roll with the madness.
#28339 posted by
Mugwump on 2016/10/21 03:52:19
Ha ha, awesome! It looks like a trippy music video from the 70's...
And The Most Informative Thread Goes To:
#28340 posted by
Shambler on 2016/10/21 11:55:24
Dusk
Posted by [212.21.66.6] on 2016/10/21 02:56:30
Have you hear of the game Dusk
#28341 posted by
PRITCHARD on 2016/10/21 12:03:39
I was wondering if it would manage to exist or not. Guess not.
Buoyancy Assist Harness For A Disabled Goldfish
#28342 posted by
DaZ on 2016/10/22 12:21:33
Re: Quake Map Status
#28344 posted by
megaman on 2016/10/24 14:02:33
I'm a c++ coder, but engine code would require hours of investigating for me to do it properly :/
Should I propose a standard, with all your good comments in mind?
Is it easy to hash something? Would solve the problem with different versions.
#28345 posted by Baker on 2016/10/24 22:02:00
I'd pretty much tell you exactly how to do anything you needed, and I don't speak for anyone else but there are 6-7 others here that seem to be willing to help with engine coding stuff too. Didn't metlslime seem intrigued too?
But if you aren't empowered yourself to fiddle with it yourself, a stats project is all about the fine tuning.
Really if you are going to do something like that, you've gotta be doing it yourself if you actually want to get done.
#28346 posted by Killes on 2016/10/27 08:31:58
https://www.reddit.com/r/Doom/comments/59jhwg/a_snapmap_made_entirely_out_of_geomatry_by_request/
So snapmap is slowly becoming a little bit more usefull (its way off still, I know, but)...anyone of the talented folk here had the desire to dig in yet ?
Killpixel
#28350 posted by kditd on 2016/10/29 22:48:51
interesting read, thanks for the link.
You're Welcome
#28351 posted by
killpixel on 2016/10/30 02:40:09
I found it interesting too
Titanfall 2 Uses Heavily Modded Source Engine
#28353 posted by primal (nli) on 2016/11/01 08:59:38
I kept hearing that Titanfall 2 uses a modified version of the Source engine. I looked for a bit more info on this, and found the following from June this year. Maybe I'll save someone the trouble of looking this up, in case oyu keep hearing the same thing :)
TL;DR: It's very heavily modded, but it is based on Source.
The original Titanfall ran on the Source Engine. Is Titanfall 2 running on the same engine or has it been moved to something like Frostbite?
On Titanfall we started with the Source engine; we replaced the renderer, we replaced the audio system, we replaced the net code. What we have now is very different from that. We have stuck with the Titanfall engine, but we did a lot of rendering improvements. We have physically based rendering, we have this really cool texture streaming system we wrote, HDR, bloom, depth of field. Hopefully you can see the results of all that hard work we put in that the game looks really different.
We also have a whole new audio system again. This time we have audio environments. Audio-wise, if you compare the two games again, it�s a huge leap. We have sound occlusion and reverb happening. There has been a whole bunch of areas where we make big changes to the engine, so there�s not a lot of Source left; we continue to rip out chunks and rewrite chunks and make it do exactly what we want to get out of this engine, and get the performance what we�re looking for.
Source:
http://www.hardcoregamer.com/2016/06/14/e3-2016-respawn-talks-content-variety-reworked-engine-in-titanfall-2/212196/
I Will Say Something...
#28354 posted by
Shambler on 2016/11/01 10:44:26
Titanfall2 looks fucking amazing. Even if it's Call Of Mechs.
Been hearing a lot of good things about Titanfall 2.