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  • PQ & TrueLghtng

    This has probably already been asked, if so, just pm me and point me in the right direction and delete this.

    Will proquake ever feature its own version of cl_truelightning? is there a copy-right on that code? is it simply not possible because of engine coding differences?(<---not sure if that's even a real question, not a coder, never claimed to be) just curious. thanks in advance.
    "When I was your age, we used to rocket jump all the way to school, up hill both ways - IN BOILING LAVA!"

  • #2
    Hacker.

    Comment


    • #3
      truelightning is for f4gs

      Comment


      • #4
        rofl, i don't use it u a'holes. but i would if it was in pq. maybe, i dunno.

        did u call me a hacker? suck my back bitch.
        "When I was your age, we used to rocket jump all the way to school, up hill both ways - IN BOILING LAVA!"

        Comment


        • #5
          I wouldn't add truelightning to ProQuake because I do think it is by definition a non-original Quake feature. Not a big one, but I've always felt the point of ProQuake was to be completely faithful to GLQuake.

          Grossman was against adding any features to ProQuake that would give a player a game-play advantage over GLQuake and focused on adding things like ping in the scoreboard and other things that GLQuake should have really had.

          ProQuake like all the other Quake engines is open source and the source code is available so someone who wanted to make their own slightly tweaked ProQuake could do it.

          In fact, for anyone who is interested in playing around with engine coding there is this tutorial thread I wrote up that shows how to compile using a free version of Microsoft Visual C++ Express edition which is totally free:

          Inside3d Forums :: View topic - Compiling Quake Using Visual C++ Express Edition

          I guess what I am trying to say is that I'm not really against the true lightning feature but it wasn't in GLQuake and ProQuake is supposed to be a conservative and authentic engine so if someone wants to make their own custom modified ProQuake or whatever that's awesome but Grossman trusted me to hand off ProQuake to me and I plan on being old skool with his approach to new features.
          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


          • #6
            that's right. completely forgot pq was meant to be as original as possible as far as gameplay goes. thanks baker.
            "When I was your age, we used to rocket jump all the way to school, up hill both ways - IN BOILING LAVA!"

            Comment


            • #7
              One could make the same point about movement/animation interpolation, as well... it's not standard Quake, but after using those features for 5+ years its hard to go back Trulightning is standard in games like quake3, and allows HPBs to have the same "smooth sweep" of the lightning beam as LPBs have. So, if it's a hack its only to level the playing field.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #8
                hackers
                This body holding me,reminds me of my own mortality.
                Embrace this moment, remember, we are eternal,all this pain is an illusion.

                Comment


                • #9
                  correct me if i'm wrong but, as far as i know "true" lightning only changes the visual representation of the LG-beam.. the point that does the actual damage is still lagged..

                  so the way i see it, "true" lightning would only give you a false sense of better accuracy, lying more and more about the real position the LG-beam is pointed at as ping goes up..

                  i guess it could only be slightly advantageous for LPB's and thus not really leveling the playing field at all..

                  Comment


                  • #10
                    Originally posted by =peg= View Post
                    correct me if i'm wrong but, as far as i know "true" lightning only changes the visual representation of the LG-beam.. the point that does the actual damage is still lagged..

                    so the way i see it, "true" lightning would only give you a false sense of better accuracy, lying more and more about the real position the LG-beam is pointed at as ping goes up..

                    i guess it could only be slightly advantageous for LPB's and thus not really leveling the playing field at all..
                    Normally an HPB will over compensate while his lag is catching up visually, with truelighting they will beable to hold their aim better, and with less erratic movement.
                    Peg, you could also say the exact same comment applied to the crosshair, it lies if your an hpb
                    Is it better to play cl_nolerp 1 so u can see exactly where the server sees you?
                    Last edited by R00k; 09-18-2009, 10:42 PM.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #11
                      hehe yeah, you are right.. it is about the over-compensation of predicting where to aim..

                      i kinda realized that right after i posted..

                      and yeah cl_nolerp 1 would be better.. but only if the server udates the clients faster then my eyes can send the visual details to my brain

                      /me wants my crt screen back

                      Comment


                      • #12
                        Originally posted by R00k View Post
                        So, if it's a hack its only to level the playing field.
                        I'm arguing it isn't GLQuakey. I could add colored text to ProQuake but I'm not going to, for example.
                        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


                        • #13
                          True, I only tried to defend truelightning as 'not a cheat'. Alike, pq_maxfps is >advantageous compared to glquake. There's a difference between PERFORMANCE advantages, vs blatant HACKS, ie fullbright skins etc.
                          I was looking at the newer ezQuake, they have a 'cl_earlypackets ' command.
                          Which allows players to poll the server based on their fps settings independent of the servers ticrate. Interestingly, pq_maxfps did just that for netQuake, way back in ProQuake 2.0. So already, ProQuake plays differently than glQuake, even if it looks the same.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • #14
                            Originally posted by R00k View Post
                            True, I only tried to defend truelightning as 'not a cheat'. Alike, pq_maxfps is >advantageous compared to glquake. There's a difference between PERFORMANCE advantages, vs blatant HACKS, ie fullbright skins etc.
                            I was looking at the newer ezQuake, they have a 'cl_earlypackets ' command.
                            Which allows players to poll the server based on their fps settings independent of the servers ticrate. Interestingly, pq_maxfps did just that for netQuake, way back in ProQuake 2.0. So already, ProQuake plays differently than glQuake, even if it looks the same.
                            Or the higher precision ProQuake aim for that matter.

                            I'm just saying I'm keeping ProQuake conservative so that it feels ProQuakey and GLQuakey.

                            If I were to start adding things like cl_truelightning or external texture support, would it be ProQuake any more?

                            ProQuake is supposed to remind someone of the original Quake experience. This isn't a judgment of the features of other engines.

                            My goals for ProQuake: "Make it work, make it start, make it easier, keep it familiar".
                            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


                            • #15
                              Truely.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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