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InsideQC Forums • View topic - Prydon Gates Mod

Prydon Gates Mod

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Postby ceriux » Thu Dec 30, 2010 12:40 am

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Postby WINGED_DOOM » Thu Dec 30, 2010 8:52 am


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Re: Prydon Gates Mod

Postby WINGED_DOOM » Thu Dec 30, 2010 3:03 pm


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Postby frag.machine » Thu Dec 30, 2010 10:45 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby frag.machine » Thu Dec 30, 2010 10:48 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby leileilol » Fri Dec 31, 2010 3:12 am

never affected me one bit. there's occassions where darkplaces is FASTER than GLquake even on REALLY CRAPPY VIDEO CARDS (like 4mb video memory)- think about that!

I think the perception of all this slowness comes from some ill-realised GDI Generic GL ICD being used. that's all the whining i've seen about or so. My crappy PCs (around 233mhz) with relatively exotic and old video hardware can run Darkplaces just fine, if it doesnt run fine then you are doing something terribly wrong

update your drivers. There is no valid reason why a PSP should run fitzquake better than your computer
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Postby Chip » Fri Dec 31, 2010 3:54 pm

Stepping back several posts, a total conversion with new game data like maps, textures, models and sounds that is supposed to be played in one engine only should be optimized 2 ways: the engine should not contain any compatibility for other mods or games and the game data should be optimized for that specific engine's features.

That's why I'm stripping down everything I don't need.

I never said anything about bloatedness and speed and stuff like that. I'm not experienced with engine coding (but I'm learning, mostly by trial and error, and based on the programming concepts I'm familiar with), so I don't know about size vs speed, I only know I have to get rid of useless/compatibility/mods/deprecated stuff in the engine code.

Happy New Year! I'll see you all in 2011!




Fear not the dark, but what the dark hides.
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Re: Prydon Gates Mod

Postby LordHavoc » Thu Jan 10, 2013 12:40 am

There is never a reason to get rid of code that you don't have a use for, except some self-deluding goal like a smaller exe, which in the modern age means the difference of a 10 minute download finishing a few milliseconds faster, and computers today have amounts of ram that make it a drop in the bucket as well.

Busywork for the sake of busywork is not in fact work at all, ripping code out doesn't accomplish anything but waste your own time.

The only time I ever remove code from darkplaces is when I deem a feature no longer worth maintaining and it conflicts with other functionality, until these two criteria are met I maintain a feature for the sake of the users and the developers who may depend on it.

To fork an engine for your project is perfectly understandable (although often displeasing users in the process) and I would never speak against the practice, especially if you are adding functionality specific to your game.

I am however strongly advising against the idea of removing code "to make it faster", a blatant self-delusion.
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Re: Prydon Gates Mod

Postby Spike » Thu Jan 10, 2013 5:04 am

holy necro batman!
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Re: Prydon Gates Mod

Postby Chip » Thu Jan 10, 2013 3:21 pm





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