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Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
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Well i guess we'll have to remove the hack.
Maybe there's some other SDL befuddlery to get it going... 
Another Request! 
How about a patch to remove the 4096 +/- limitation? 
4096 
Isn't that limit there to stop floating point hilarity with large world coordinates? 
 
Isn't that limit there to stop floating point hilarity with large world coordinates?

Sort of - the hardest limit on coordinates comes from the standard network protocol, where entity coordinates are sent as a 16 bit integer (so fixed precision at 1/8th of a unit). Even with a less bandwidth efficient netcode, server-side locations are recorded in floating point. Before you could make truly huge maps you'd need to consider upping that to doubles for precision of small movements (and then deal with how QC can't handle doubles). 
Hm 
So it's not just an arbitrary limit then.

Ok, will make stuff fit instead. 
If Warp And Ne_ruins Fit 
Then everything can fit. 
Apart From 
My train line :*( 
 
if it wasn't for the 4096 limit, i'd probably still be making ne_ruins now... -_- 
You Mean You've Stopped?! 
 
RMQ 
still horrendously slow. the above suggestions (608, 609) did not seem to help. further suggestions? 
By RMQ 
I mean Quakespasm. RMQ ran fine, before I deleted it. 
 
There occur no noticeable floating point related problems with 16,000 x 16,000 maps in my experience with RMQ protocol 999 or something equivalent.

The practical limit for map size is more that you have to find something to fill them with and keep it interesting, ie gameplay and details. This imposes a kind of natural limit. 
 
Well, you COULD (potentially) build entire episodes of Quake as one long continuous level. That could be ... interesting. 
:D 
 
This Is What I Mused Over... 
with my new id inspired episode I am doing.
It could easily be a single level with todays limits I think. :) 
 
ep1 easily fits in one map even if the map has a lot of extra areas.

the other episodes seem to have more detailed maps(?) and I found myself hitting limits trying to fit them into single maps.

I might revisit them at some point now that bsp2 is finally getting some traction in other engines. 
Takes Me Back To The 64 Player 
Quake 2 maps that id released.

Remember those? :) 
 
Now I'm thinking a coop run of quake where each player takes a different episode... 
What's The Point? 
Seriously... 
 
ep1 easily fits in one map even if the map has a lot of extra areas.

The stumbling block would be Ziggurat Vertigo. E1M8 is hard coded in the game engine for reduced gravity. Otherwise I would think that it would be possible to do. I'm not sure why someone would want to do it though. 
 
could use a trigger to change gravity, I guess. 
Uhh 
Why bother?

Remakes don't work.

And yet we all love doing them :@ 
 
Fifth - What's the point of any of this? Quake is 18 years old. Anything that anyone does in it is purely for personal fun and enjoyment. 
Willem 
Yeah but that doesn't sound fun :p 
 
Different strokes for different people. Why try and discourage discussion only because something isn't up your alley? That's lame. You don't need to "protect Quake" because no matter what anyone does, the content of that original CD will never change. There is nothing to lose by experimentation.

Let others have their idea of fun, you don't need to play it.

Why bother?

Because for some, overcoming technical problems and breaking new ground is fun. 
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