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Post by Paril on Jun 12, 2014 18:20:07 GMT -5
It's entirely compatible with the 3.20 game protocol.
Toggled lights are not implemented yet but not entirely difficult to do because they are sent via configstrings and the entity entry has the index of the configstring used to control that light (lightramp uses the same system). The entity string is parsed on the client side, yes.
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Post by Paril on Jun 8, 2014 13:08:33 GMT -5
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Post by Paril on Mar 31, 2013 19:50:38 GMT -5
Maaan, Flash sites are so 1999. Start up with HTML5 stuff! I loved that site, Merlyn, nice to see it back up.
GrOWL: check the last email reply I sent you, please!
-P
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Post by Paril on Oct 1, 2012 15:25:31 GMT -5
Sup boiz.
I had a nostalgia trip while talking with a bud and decided to come on down and see what was going on. Not much has changed I see!
I've been busy developing on PlanetMinecraft; what's everybody been up to?
-P
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Post by Paril on Aug 4, 2011 16:54:20 GMT -5
It can be faster if you're not rendering a lot I suppose, but in general, no, it's not. I doubt software mode can maintain 500 fps as well as the GL renderer can. The GPU's job is to delegate math tasks and rendering which the general purpose CPU isn't built towards doing as quickly as the GPU; perhaps if you had a GPU-accelerated software renderer using OpenCL or something, then yeah, maybe I can see this happening. Actually I'd be really interested in seeing that..
As for two, needs more explanation; is that what you're trying to achieve? I've seen people do some really wacky stuff with the software renderer, but it's not like you can't achieve it with pixel shaders.. I mean that's what they were invented for, no?
As for looks, it does have a nostalgic Quake feel to it I suppose, and does make the game feel more grungy, but besides that...
Fair enough, can't go against opinion.
Regardless I would still recommend you base any work off of a more modern engine (AprQ2 is the only one that is still being used heavily today that also supports software mode afaik) so you can get around any existing bugs and all that without reinventing the wheel.
-P
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Post by Paril on Aug 3, 2011 11:13:25 GMT -5
So.. why is it you're supporting ref_soft again? I don't think it has anything to do with no one wanting to code on it, it has to do with no one in their right mind wanting to run on software. It's harder on the CPU; let the GPU do the work it was designed to do and use ref_gl.
Also Knighty, it's not entirely in assembly, only portions of it was, and I believe they could be disabled at will (if not I believe AprQ2 Software is entirely in C).
-P
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Post by Paril on Aug 3, 2011 11:09:47 GMT -5
The whole PIII thing must be why I thought it was introduced in the 90s. I had a P4 for quite a long time, not sure how I lived with it..
-P
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Post by Paril on Aug 3, 2011 11:06:02 GMT -5
Hint brushes aren't really required. If I remember my mapping, you place them to give the VIS program a better idea of how your maps are split up room by room; I could be wrong though, so a map junkie like maric would have a better idea of this.
Are you running VIS/RAD? Chances are if you're not, the map will be slow.
-P
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Post by Paril on Jul 30, 2011 16:05:32 GMT -5
Well, besides the fact that it also burns my eyes, it's just that it's a bit more.. readable. Perhaps you can look through the themes for something nicer? Or just add a whole bunch and let users choose -P
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Post by Paril on Jul 30, 2011 12:39:17 GMT -5
T'be honest, Wixen, I've been using the "newboard" theme ever since it was here because the default theme hurts my eyes I know you're trying to be quakey, but, I think you should just look for some nice red/green and black theme and modify it from there. -P
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Post by Paril on Jul 30, 2011 12:31:03 GMT -5
Not a bad idea, although it's kind of counter-productive.
Sleep(0) is actually all you need, because what that does is lets other programs take priority until you start working again.
Depends what you mean by colors - the old Quake didn't have coloring, it was stuck on a 256 indexed palette. Recommend you upgrade to working with a modern engine (and.. uhh, not ref_soft, because it's software, obviously, you'll get much better results being hardware-accelerated).
24 FPS isn't smooth - 60 FPS is smooth, and always will be. It's so close to the way our eyes perceive motion that it appears to be completely smooth. Anything below it and our eyes will see tearing and other artifacts.
Something you're completely overlooking is the fact that modern engines already have FPS limiting via r_maxfps. However, you see, 24 FPS will make the client suffer - the client requires at least 60 FPS to run its internal networking properly and to maintain good physics (the server runs FPS-dependent physics, a long time grudge against the Quake engine). So, no matter how you look at it, you'll need at least 60 FPS on the client side - although you can use modern engines, which have asynchronous rendering, to maintain your "smooth" 24 FPS renderer with a 60 FPS client.
Also, get a better computer. I'm sorry, but, Pentium 4 is the 90s. Everybody is running at least a dual core with hyperthreading these days - I myself am running a six core AM3 processor, and it was cheaper than the Pentium 4 was when it was out.
-P
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Post by Paril on Jul 27, 2011 10:47:57 GMT -5
Oh, appears I was wrong - nice to know that engines do support this, I would like to of seen a better video format support for playing though.
-P
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Post by Paril on Jul 18, 2011 14:24:57 GMT -5
.cin as a texture, no, it was never done or created. Animated textures are all you can do (either via .wal, or the animated textures in Quake 3-style shaders).
Most obvious reason it was never done is because the .cin format sucks, and because there would be no built-in way, with keeping compatibility, that you could "turn the movie on", so to speak.
No engine, afaik, supports 'videos as textures'. However, you COULD edit the shader format, which does the animated texture thing, to support infinite amounts of textures, so you could have a huge amount of textures to imitate a movie.. but it would be space-intensive.
-P
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Post by Paril on May 26, 2011 11:19:00 GMT -5
Ah yes, redux. This was kind of a personal fun project, I never really finished it in its own right. I never released it or anything, so, there's no way to get it unless I felt like giving it out. I don't even know if the latest build plays properly, honestly.
As for servers, if you mean Q2, no idea where you can find them these days. You can host them locally if you have the knowledge to do so.
-P
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Post by Paril on May 14, 2011 11:24:32 GMT -5
Yeah, lots of people tend to do that with old arcade cabinets. There was a whole show on Discovery about it -P
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