If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
When you get stats going, you gotta talk Slot Zero into upgrading Shmack. I wanna laugh at Scoffer and SaToon's shitty stats.
You know, Slot Zero's server used to be so popular that from 2pm to 3 am it constantly had 10+ players every single day (back in an age before gas grenades and free hook newbized eveything). There was only one guy that he trusted to be fair in all circumstances, someone uninterested in words and personal attacks with rhino skin. I don't remember his name at the moment.
Although to be fair, I still have rhino skin.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
WARNING
May be too intense for some viewers. Stress Relief Device
....BANG HEAD HERE....
---------------------------
.
.
.
.
.--------------------------
You know, Slot Zero's server used to be so popular that from 2pm to 3 am it constantly had 10+ players every single day (back in an age before gas grenades and free hook newbized eveything). There was only one guy that he trusted to be fair in all circumstances, someone uninterested in words and personal attacks with rhino skin. I don't remember his name at the moment.
Although to be fair, I still have rhino skin.
I didn't know people like that existed on Shmack. You need to come back and play!
Hell, that's part of the reason I stopped playing CTF. Got tired of listening to all shit talking and dick sizing.
"LOL OMG U NOOB YOUR ROCKET EFF IS 68%[email protected]#$ MINE IS 70% OMG U SUXLOLOLOLOL" <- most conversations after CTF games.
Atleast on Shmack, I changed my name last time my IP range changed and most of the people have no clue about the status command. That's why I don't reply to folks when they talk to me in game there. (*cough*Rambo*cough*cd*cough) I'd rather play a game that has a lower caliber of skill with nicer people than better people who act like high school kids.
Here's why ... the crappy color translation code in NetQuake uploads the player skin virtually every time a player passes in view (if they couldn't be seen before).
The high optimized colored dead bodies modification I did doesn't use that crappy method and checks for a skin/color/model change. Which hardly ever changes, of course.
So with 800 fps, it isn't uploading skins to video card for no reason a ton of times every frame.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Technical crap about dead bodies. This is going to be old news to some of you.
The first 16 slots in the list of entities are reserved for players and all other entities follow from those. So if an entity is in those slots then you know it's a player, if it's not then you know it's not.
When you're playing Quake you occupy one of those slots, but when you die (and respawn) your dead body is moved outside of them (the respawned you will still be one of the 16).
Now, GLQuake makes use of this "first 16 slots" info when deciding to colormap an entity: if you're in the first 16 you get colormapped, if you're not you don't.
Hence the reason why dead bodies don't get colormapped in GLQuake. This is actually a GLQuake bug by the way as it works fine in software Quake.
Baker is right about everything he says regarding GLQuake's inefficiencies here. It's no joke, and re-uploading modified textures constantly during gameplay is not a nice thing at all (in the case of players it's even worse than lightmaps as GLQuake completely respecifies the entire texture rather than just replacing it's data). There are a coupla approaches and Baker has identified one; others include just loading all 200-odd combinations during startup, or a shader-based colormapping system. Whichever, either significantly reducing or entirely removing the need for this crap is a good thing.
Hi Baker, I know ProQuake is made for multi-player but it's such a nice client I was testing warpspasm and thought you might want to know that the player gets stuck in the first room because two 'enemy' models are partly in the wall.
Hi Baker, I know ProQuake is made for multi-player but it's such a nice client I was testing warpspasm and thought you might want to know that the player gets stuck in the first room because two 'enemy' models are partly in the wall.
why i have no useful imput i do indeed thing that glitch is funny.
Hi Baker, I know ProQuake is made for multi-player but it's such a nice client I was testing warpspasm and thought you might want to know that the player gets stuck in the first room because two 'enemy' models are partly in the wall.
ProQuake doesn't support the giant Warpspasm maps (so the entity positioning is probably rounded off incorrectly).
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
ProQuake doesn't support the giant Warpspasm maps (so the entity positioning is probably rounded off incorrectly).
Oh OK. Last I checked I thought that ProQuake 4.80 was going to have enhanced limits (protocol 666). I must have been hoping. I know EngineX has it but are there plans to support protocol 666 for ProQuake?
Oh OK. Last I checked I thought that ProQuake 4.80 was going to have enhanced limits (protocol 666). I must have been hoping. I know EngineX has it but are there plans to support protocol 666 for ProQuake?
Great engine either way. Thanks!
With ProQuake, I've decided to stick with the 1996 style GLQuake experience so I won't be adding protocol 666 and actually stripped out skybox support, fog and other extras in the last version to give the engine more "focus".
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Comment