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Reputation: 390 My posts turn threads into gold
Active Posts:
461 (0.15 per day)
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General Gaming (208 posts)
27-May 09
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User is offline Sep 20 2017 01:10 PM

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Age Unknown
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  1. In Topic: Shadow Warrior betas released!

    19 September 2017 - 02:17 PM

    The 97 proto has bots. They're slow and dumb but have some hilarious attempts at chatting (i.e. "Human's suck").

    There's a 3d Realms office easter egg in Airport on the August 96 proto. Don't know if that was mentioned before or not.
  2. In Topic: Brutal Blood

    13 September 2017 - 02:31 PM

    i imagine brutal blood would be the same but with more edginess, some black fingerless gloves and lots of stolen sprites, bright colorful dynamic lights and fire sprites shoehorned in every place as "hd enhancement", with Caleb's language getting an "upgrade" and very overdriven distorted "realistic" sound because fuck ears. . and kids wanting attention repacking it for piracy because "blood its free abandon ware brutal free blood's totaly legal wb dont own brutel blood pls like and sucburibe my channel so i can get monney for my hard work makeing this old scool modern retro firt persons hooter" because shamelessly mooching off others' effort for quick personal fame has been the new normal since third-party Garry's Mod addon communities (i.e. no authorization check + control) flourished...
  3. In Topic: Quake corner.

    13 September 2017 - 01:38 PM

    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
  4. In Topic: Quake corner.

    12 September 2017 - 07:25 PM

    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
  5. In Topic: Sparkle 7

    11 September 2017 - 11:01 PM

    You're twisting my point. I'm not suggesting any "free strife" should be done; what I meant was "you don't have to clone a game and it would work against you". Art ability has nothing to do with this.

    Suggesting an actual Strife clone to be mspainted by the numbers would be ill-advised.


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