Duke4.net Forums: Quake corner. - Duke4.net Forums

Jump to content

Hide message Show message
Welcome to the Duke4.net Forums!

Register an account now to get access to all board features. After you've registered and logged in, you'll be able to create topics, post replies, send and receive private messages, disable the viewing of ads and more!

  • 18 Pages +
  • « First
  • 16
  • 17
  • 18
  • You cannot start a new topic
  • You cannot reply to this topic

Quake corner.  "Everything related to the Quake franchise. Discuss here."

User is online   Jim 

  • 8

#511

This mods tries to collect all the custom weapons and monsters so mappers do not have to choose:

http://www.celephais...ad.php?id=61511
0

User is offline   leilei 

  • 389

#512

There's three big problems with that:

- There is a limit on the size of the progs generally. Things go to shit in most engines when you cross 1MB (this is at 2mb). It's why "this mod will have everything!" projects never generally happen without serious cutbacks to ambition.
- Legal issues. One of the mods mixed in is GPLv2. One of the mods butchered was decompiled. The mod contains copyrighted assets from the retail expansions. There's probably more of this (haven't checked if the butchered mods have a YOU MAY NOT USE THIS etc)
- Weapon selection of course. Does anyone like pressing numbers multiple times or scrolling a mousewheel a long way to get to the rocket launcher?

I can already predict someone taking this compilation and making a "!!!Brutal QuakE!!!" bundle out of it for the "fame" :/

Posted Image

This post has been edited by leilei: 10 September 2017 - 03:05 PM

0

User is online   Jim 

  • 8

#513

Well, I think the main purpose is to mix and match, not that you have to use everything in one map
0

User is offline   spessu_sb 

  • 72

#514

View Postleilei, on 06 September 2017 - 08:31 PM, said:

I'd have to disagree. Seeing a DNF Duke with a bored Jon St. John shoehorned into a quake shooter won't make it or Duke any better. What good is Duke without his pipebombs mines, jetpacks, shrinkers and holos anyway

We're talking about Duke's current non-respected public reputation. Ways to bring Duke back into positive light without massive financial/development effort required. Quake Champions is first game to really push this kinda more classic fps design (fastpaced action multiplayer without gimmicks like loadouts) on the bigger scale that is Triple A.

There already is Doomguy, BJ Blazko and folks there to greet Duke with welcoming arms. This one would make more sense than having Duke in Bulletstorm, a linear serious sam style game where you cannot jump and never have to explore for anything either. Atleast in Quake Champions the Duke would have his speed back, most likely his cool lines and he could rocketjump too because he's the Duke.
1

User is offline   leilei 

  • 389

#515

View Postspessu_sb, on 12 September 2017 - 08:29 AM, said:

he could rocketjump too because he's the Duke.


are you sure about that

Posted Image
2

User is offline   spessu_sb 

  • 72

#516

View Postleilei, on 12 September 2017 - 07:25 PM, said:

are you sure about that

Yes I'm sure as an avid Quake player, that it would 100% fit for mp that Duke could perform this maneuver aswell, because he's the Duke.

This post has been edited by spessu_sb: 13 September 2017 - 09:44 AM

0

User is offline   PikaCommando 

  • 334

#517

What's the reason for Quake 3 engine games to have separate executables for SP and MP? Q2 engine and D3/Q4 engine games don't do it, so I'm not sure why only Q3 engine games do.

imo I find it pretty annoying to have to do the game configurations twice (and I guess it's also proof that Call of Duty is still using the Q3 engine till now for whatever goddamn reason).
0

User is offline   leilei 

  • 389

#518

When Elite Force did that first it's due to conflicting traps (internal functions called across separate modules), code efficiency (no big chunk of compiled SP script interpreters loaded and no useless bink decoding) and separate project management (Eric Biessman took care of the MP part). It also meant they could open the MP part out to modders, while keeping their SP stuff and secrets (like Icarus for a good decade) under wraps.

RTCW had a whole other team (Nerve) to do their MP.

Another reason for the separation are the game modules often being in QVM instead for the MP to make modding friendlier and enforcing purity checks so the correct game/mod is played across servers and there's less potential security issues. The single player portions are often native code (.dll/.so) instead since they don't need to be going anywhere else. Some subsystems in a SP dll get moved to the engine for the MP QVM so the code can move along much faster (like raven's fx system - it's in the SP client dll and the MP's engine. it would be very slow and limiting to have fx in the mp qvm). Note that QVMs are much slower than native code but they're better for cross-platform multiplayer (i.e. Windows vs. Mac)

Games with the Ubertools toolkit (MOHAA, EF2) don't separate their executables since it's far more unified with its single player implementation. Ubertools games run a fair bit much slower on the CPU hogging side however (even the early single player only ones like Fakk2 and Alice, a multiplayer game on Ubertools released in 1999-2000 would be a flop). Ubertools also doesn't do QVMs.


tl;dr: speed, security, and platform

Posted Image

This post has been edited by leilei: 13 September 2017 - 02:21 PM

3

Share this topic:


  • 18 Pages +
  • « First
  • 16
  • 17
  • 18
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks are property of their respective owners. Yes, our forum uses cookies. © 2017 Voidpoint, LLC

Enter your sign in name and password


Sign in options