Originally posted by Baker
View Post
iplog is in the current beta, but does not make use of iplog.dat at all, and has no identify command, it only has iplog_list which lists all players with an address beginning with the text given.
the pq server only sends pq_teamscores information if the mod supports it, and if the client identifies itself as a specific version of proquake engine, there's no general purpose way to request such information, I'm really not sure I want DP to pretend to be proquake.
pq_smoothcam is unnecessary in darkplaces, it automatically recognizes when you are observing someone (also makes targetquake and The Ascension of Vigil play better).
pq_moveup is not supported because it is the client engine interfering with the gameplay that is coded on the server, it does not know for sure that this is the correct behavior, a mod may actually have special behavior when using jump underwater, rather than swimming upward, ideally the mod should be altered to swim up at full speed when using jump, then it doesn't matter what engine is used.
Originally posted by Baker
View Post
Originally posted by Baker
View Post

Originally posted by Baker
View Post
Originally posted by Baker
View Post
In terms of high poly maps it runs better than glquake, which proves it is a more efficient engine, it is just does something the drivers hate and it is difficult to identify what.
I've implemented many optimizations over time, each one makes it faster, but none solve the underlying problem in the driver, if the underlying problem can be identified it will suddenly become the fastest Quake engine in existence.
Comment