 @static Entities
#962 posted by Baker on 2016/10/25 23:10:37
no network traffic overhead (besides the initial setup packet/frame?
From what Spike has told me, I believe that to be correct. Quakespasm Spiked has no network traffic at all for an unchanged entity.
So, yeah very little difference between a static entity and one that never changes in Quakespasm Spiked.
#963 posted by ericw on 2016/10/25 23:33:37
This is an interesting point.. so normal NQ protocols (15, 666) are sending all entities in the player's PVS every frame (SV_WriteEntitiesToClient), regardless whether the ents have changed.. correct?
In that case a static flag could be useful for stuff that is purely a static prop.
 Non-static Static Entities
#964 posted by Spike on 2016/10/25 23:46:01
there are still some network overheads when it enters+leaves PVS (with possible resends on packetloss), but not otherwise.
(this only applies if the client in question supports the fte pext stuff, obviously.)
the server will have slightly higher cpu costs too, of course, which might be significant if you have a LOT of such ents.
if its targetted with some killtarget (or just check to see if it has a targetname set), then making it static isn't practical anyway. Otherwise you might as well, because it'll at least help with other clients, and slightly reduce the server's cpu load. (grr @ those find+findradius builtins!)
using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes. a flag to override automatic selection (making it non-static) would be better, imho, for people that have set unexpected fields like avelocity...
 Ah, Findradius And Such
#965 posted by Baker on 2016/10/25 23:54:58
I forgot that non-static entities would have QuakeC CPU tax.
So 500 torches in a map
1) If static --- QuakeC = no performance loss
2) If non-static -- QuakeC -- very damn operation will check versus torches, bogging things down for no reason.
AFAIK, in DarkPlaces -- non-static entities are not quite as network free as they are in Quakespasm Spiked.
LordHavoc *did* add "makestatic at any time" to DarkPlaces as an extension, presumably for a reason --- probably "what Spike said".
#966 posted by dwere on 2016/10/26 02:01:11
So many new replies; I almost thought that v1.5 came out.
 Rick
#967 posted by Mugwump on 2016/10/26 04:09:39
Looks like I remembered wrong: Wiki says "They are usually in league with the goblins or Orcs". In the movies they accompany Saruman's orcs in Isengard. Goblins and orcs are related but different in both the movies and games. In Tolkien's early writings, he did differentiate them but by the time of LOTR, the two names were synonymous. Source: https://en.wikipedia.org/wiki/Orc_(Middle-earth). Funny how movies can alter the memories of books! I need to re-read them, it's been too long.
Sorry for the OT, guys.
 @Baker
#968 posted by Spike on 2016/10/26 04:31:55
dpp5+ and fte pext will do the same resends, there's no functional difference there. its the same delta mechanism, but different data. Both are nack-based, and will only resend on packetloss.
its basically the exact same aproach, although there's a few other implementation details involved, like precision and extra info. DP also implements prioritisation, though that's more of a server-side feature rather than a protocol difference.
legacy(ish) info: the vanilla qw protocol and earlier dp protocol versions are ack based, those protocols will send their deltas from the last-known-received state, which results in resend spam until it us actually acked. this might actually be better with high packetloss, but in most cases those resends get new information anyway (ie: positions), with the other stuff being a noticably lower priority that'll be fine with a 5-10% loss rate.
@dwere, chat about AD updates is apparently in the thread about the quakespasm patch that's being discussed here...
And Mugwump is the only one to have the decency to apologise about being off-topic... :)
#969 posted by Mugwump on 2016/10/26 04:43:57
Well despite a bumpy start here, I'm a pretty cool guy and I don't wanna give people reasons to give me flak.
#970 posted by yhe1 on 2016/10/26 05:30:54
[quote]Were tweaked from other games or mods, some were donated. A lot of the models that were from other mods or games have been given new skins by Sock so to give them a bit of newness.
It would be awesome to have a dedicated modeler but good ones are few and far between in the quake community.[/quote]
so I should be pitching to Madfox lol
 Yhe1
#971 posted by anonymous user on 2016/10/26 05:55:11
This site uses <a
href="https://webdesignfromscratch.com/html-css/html-tags/">HTML tags</a>.
Dutch at QuakeOne can model too, see his <a
href="http://quakeone.com/forums/quake-mod-releases/finished-works/12280-quake-guy-2016-a.html">Quake Guy 2016</a>.
 Oops!
#972 posted by Mugwump on 2016/10/26 05:57:01
...but apparently not hotlinks.
#973 posted by dwere on 2016/10/26 06:03:28
Something doesn't sit well with me about that model. The one used in AD (I forgot the author) is better, even though I don't like the face.
 For Me It's The Beard.
#974 posted by Mugwump on 2016/10/26 06:07:24
And he doesn't look angry enough.
 Misc_models
#975 posted by sock on 2016/10/26 18:23:47
@Yhe1
I thought you have a modeler, otherwise who created all of the custom models?
I have created plenty of models for AD, all listed in the readme
@FifthElephant
Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?
@Spike
using a spawnflag that mappers are normally expected to set properly is too unreliable for my tastes
I agree, if the entity has no targetname then it cannot be referenced by anything so it might as well be static. I thought there was a limit on how many static entities you can have in a map? Like if I default misc_models to static and the static limit is low some maps will stop working?
@Baker, I am sure findradius only works with entities that have world interaction (misc_models are often non solid) and find will only return results if the searched string field has a value, which most misc models don't. I am not sure what overhead you mean?
"Most Of The Models, Were tweaked from other games or mods, some were donated
Are you serious with this comment?"
Not 100% sure which models were done by whom but it's undeniable that AD has a lot of borrowed content. I know you did stuff like the book pedestals, the tome, armours, keys, power-ups etc etc...
The point was mostly in relation to guy above requesting a knight on top of a fiend and your response asking him to provide the model. ;)
#977 posted by Yhe1 on 2016/10/26 21:55:11
Not requesting, pitching an idea
 @sock
#978 posted by Baker on 2016/10/26 22:16:03
I'm going to step out of the technical conversation because Spike is a better resource. / scrams!
 Fact From Fiction
#979 posted by sock on 2016/10/26 22:40:23
Not 100% sure which models were done by whom but it's undeniable that AD has a lot of borrowed content
Serious man, if you cannot fact check what you are saying about the MOD then please stop posting comments in this thread. People reading this thread will think what you are saying is factual and its clearly not.
For the record, I made all the new ogres, death knights, crossbow knight and lost soul monster models. The fact I have to explain this is probably the saddest point this week. :(
 @sock (static Ents)
#980 posted by Spike on 2016/10/26 22:53:17
yes, there are limits to the number of static entities that you can have. There's actually 4 possible engine limits:
max_static_entities - nice and simple (no longer an issue in fte+dp, 512 in qs).
max_efrags - depends on the complexity of the world bsp as well as the size of the static models (no longer an issue in fte+dp).
max_msglen - static ents are written into the single 'signon' buffer (aka: MSG_INIT) (no longer an issue in qss+fte).
max_visedicts - applies equally to both regular ents and static ones (no longer an issue in qss+fte+dp).
on the plus side, MAX_EDICTS doesn't need to be quite so high... yay?
lame nq protocols also won't have such high overheads either, so its probably worth trying to optimise where you can.
findradius will only return entities that have .solid set to something, but the builtin itself still has to itterate through every single entity.
whether that's significant depends on how often you call findradius. probably not worth worrying about too much.
@baker, more opinionated, sure :)
#981 posted by anonymous user on 2016/10/26 23:22:07
It should be no secret that most AD monster models are from other mods, games and authors. Its even written in the readme.txt.
Its the maps that make AD so great. Not the mod.
So I do not understand the discussion between sock and FifthElephant.
 Cripes
sorry man I wasn't trying to upset you. I think it's plainly obvious to a lot of people how much work you've put into the mod. I mean yeah I know about the lost souls, hogre models, new d_knights and the crossbow knights (anyone who's played ITS should know where this stuff comes from).
I'll just skulk back into the shadows I guess...
#983 posted by dwere on 2016/10/27 00:15:21
Its the maps that make AD so great. Not the mod.
Haha.
The best thing about the mod for me isn't the maps tbh, although some of them are the best maps I've ever played, but getting that email every week or two where Sock had added a bunch of new features.
It's kind of a weirdly unique experience that I guess only working in a mod team can bring.
Or getting early versions of peoples maps and giving feedback etc.
This has been the best project I've ever been involved with tbh.
 #Jealousy #WhyAmIUsingAHashTag?LOL
#985 posted by Qmaster on 2016/10/27 01:26:10
 Sock's Models
#986 posted by Qmaster on 2016/10/27 01:47:57
By my count Sock created 156/249 of the models which means he created 62% of the models in AD. I'm not counting the borrowed models or models with added skins or added anims, just pure new models.
The rest breaks down as follows:
6% Rubicon
5% Raven Software
5% Quoth
2% Rogue
2% Capnbubs
2% MatthewB
<1% Madfox
15% ID1/Other
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