#1 posted by
R00k on 2020/06/16 23:10:54
seriously, if markv-2 please just port things over to qss-spiked. or back port to quakespasm
its like overlapping the same codebase with same features??
#2 posted by
misc_ftl on 2020/06/17 01:50:05
spike is having a heart attack right now
quoting:
"""
QSS exists because of my frustraction with common quake engines totally ignoring mod development, and with mapper-focused engines ignoring multipler and multiplayer engines ignoring maps.
QSS is my attempt to fix that. Being based upon QuakeSpasm it retains the benefits thereof (and singleplayer is still the primary focus). And with my numerous networking fixes it ca actually be used through firewalls or over ipv6, and without flickering when there are too many entites - it should be noted that this makes it better for extreme singleplayer maps too.
Meanwhile it also supports numerous QuakeC extensions, even including Simple CSQC, so mods are no longer limited to hacks. It supports an effects system too, so you can finally create weapons that are actually different - assuming enough players also upgrade.
A secondary aspect of QSS is to provide a 2nd or 3rd implementation of various extensions. Imho, when it comes to extension, 1 implementation is a mess, 2 implementations is an argument, and only 3+ implementations is a standard. More implementations help solidify standards.
QSS is not intended to change the aesthetics from that of QS (beyond more file formats supported). People who want more graphical effects are probably already using an engine that supports them, and implementing them in QSS is likely to drive users away instead.
QSS does change the networking (I consider this a bugfix due to how dire parts of vanilla quake were), but not in any way that should change the normal behaviour of the game's physics nor be visible to existing mods.
"""
@R00k
#4 posted by
vbs on 2020/06/18 17:53:36
I can't port things to other engines, since what features get integrated into those engines is up to the leader/contributors of that engine. As to what I can port into this engine, the goals of the project are stated on the GitHub page.