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InsideQC Forums • View topic - speculative thinking about parms...

speculative thinking about parms...

Discuss programming in the QuakeC language.

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speculative thinking about parms...

Postby behind_you » Thu Apr 28, 2011 8:17 am

one of the biggest plagues with quake are parms. 16 may seem like enough. the game uses about 9, so you have 7. these extra 7 parms are never enough. so i got to thinking about ways to increase the parms. i know that adding something like parm17, parm18 would never work...... for some reason. im not really sure why this wont work. i think it's bitfield crap or smthing.


but how about using parms to store vectors instead of floats? this way you have 3 numbers stored for every parm. 3 * 7 = 21. so 21 numbers are saved. you can use one specific number for a certain case (ie .vector ammotype1, when you use shotgun, self.ammotype1_x = self.ammotype1_x - 1;)(when you use the grenade launcher: self.ammotype1_y = self.ammotype1_y - 1:) catch my drift?

i dont have access to my computer now so it's possible this idea might not work.
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Postby mh » Thu Apr 28, 2011 9:07 am

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Postby behind_you » Thu Apr 28, 2011 9:10 am

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Postby Nahuel » Thu Apr 28, 2011 10:40 am

hi, I am nahuel, I love quake and qc.
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Postby Spike » Thu Apr 28, 2011 12:24 pm

.
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Re: speculative thinking about parms...

Postby Dr. Shadowborg » Thu Apr 28, 2011 3:50 pm

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Re: speculative thinking about parms...

Postby Nahuel » Thu Apr 28, 2011 4:21 pm

hi, I am nahuel, I love quake and qc.
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Postby behind_you » Sat Apr 30, 2011 6:55 am

ah, quake. so inefficient and wasteful. but u still gotta love it. thanks everyone!
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