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(352.52 KB 891x902 xrctfy_xcity.jpg)

(QuakeC, C, ChaosEsque:Anthology, Darkplaces, Rei) Anonymous 04/09/2021 (Fri) 18:26:20 No. 3408
Discuss. (see topic)
(2.51 MB 2226x1342 quakeworlddarkplaces.png)

I tried playing quakeworld with an unmodified darkplaces engine. This is what happened lammo. I'm not especially experienced with quake engine/darkplaces so i'm not exactly sure what's going wrong here but i think it's hillarious. I managed to get ezquake to compile so i could play quakeworld later however. If anyone knows how to make darkplaces work on quakeworld servers that would be coolo.
>>3413 The darkplaces dev chopped off his dick and balls 8 years ago, after he joined google. You're not going to get any fixes from him. He hasn't done much of anything in the interm. ChaosEsque, however, has extended the maximum entities from 32k to 4 million by porting over eureka's net-code algo from FTE. Something the darkplaces and Xonotic devs said was "too hard"
>>3413 > https://www.linkedin.com/in/ashley-hale-7723648 Also we "dead name" him: since we forked BEFORE HE SAWED HIS DICK AND BALLS CLEAN OFF; he's still credited for his quake source port with his REAL NAME Forest Hale.
(182.31 KB 1294x688 Untitled1.png)

>>3413 DO YOU REJECT DICKSAWING ALL OF THE WORKS OF DICKSAWING AND ALL OF THE _VERY_ EMPTY PROMISES ASSOCIATED WITH THE SAWING-OFF OF DICKS?
>>3413 Maybe turn off the HUD with r_viewsize 120? Then you'll just have the 3d stuff and can atleast see.
>>3408 MikeeUSA, is that you?
How does Sven Coop/Anglescript fare to other Quake 1 derived engines and Xonotic?
>>3509 >Anglescript fare to other Quake 1 derived engines and Xonotic? Not sure. Darkplaces QuakeC is very feature packed (as is ftewqcc). Darkplaces supports crypto (aes128). And my version of darkplaces can go up to 4 million entities (experimental source and linux 32 and 64 bit on the iso)
>>3408 Rei is cute
I'm trying to get into modding for quake 1, but the amount of content and guides for quakec is very sparse, old and version-specific. I'm using quakespasm since it has FTE features, does anyone have any guides or tutorials, preferably ones that use CSQC ?
>>7098 Just download the chaosesque anthology isos. Then unzip the zzzzzz...99999.pk3 (and then move the old pk3 somewhere else). Then edit data/qcsrc/client/blablabla.qc and the corrisponding data/qcsrc/server/whatever.qc You'll have to grep. How it works is this: Sever sends a message with a message id to the client. Those are enumerated in data/qcsrc/common/blablabla.qh Ie: MSG_NO_DICK_SAWING_ALLOWED = 112 In such a case: the Server sends a message and in the code you see MSG_NO_DICK_SAWING_ALLOWED in the code: but it's really sending the number 112 in a 2 byte message. It's not that hard. Only takes 10 years to get an idea. I have a folder of tuts on the programming laptop. They're not opensource tho so not included in the iso. oh and you compile your changes using gmqcc in the data/qcsrc folder
>>3413 ChaosEsque might support the maps. Ported over most of the Q1 entity stuff.
>>5133 Rei is very desirable. And it's were we are headed.


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