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Engine Code: Improving Key Releasing

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  • #16
    Originally posted by PapaSmurf View Post
    wouldn't this have an effect on +mlook?
    Nope. This doesn't do anything except stop -aliases from being triggered several times when they weren't supposed to be.

    Pure bug fix. Nothing more. No undesirable side effects.

    In the not too distant future or maybe later tonight, you'll be able to try it firsthand.

    I am "anti-change" in regard to ProQuake. I don't like change, except where it is true bug-fix (chase cam fix, this, connection fix, display adapter fix) or a modern convenience (more mouse buttons binding, full keyboard binding, map download, resolution switching or what not).

    But feel free to question or critique this stuff. There have been more than 1 occasion where you noticed something I or someone else has overlooked.

    Originally posted by R00k View Post
    actually this is exactly what happens, do u want to run valiantly in to the abyss while in the console??
    Not really
    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 ...

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    • #17
      I am not challenging this thread, im here merely as a fellow coder to converse about ways to optimize or at least, break down the code. I hope i wasn't stepping on any toes. Heck my path might prove to have unexpected bugs hehe
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #18
        con_notifylines and con_notifytime are really convenient features that proquake could use for sure! i know they already exist but con_notifylines is limited to 4.. it'd be great if it could be expanded to 8 or even 16.. then there is a lot more time to read stuff.. no need to pull the console down..

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        • #19
          Originally posted by R00k View Post
          I am not challenging this thread, im here merely as a fellow coder to converse about ways to optimize or at least, break down the code. I hope i wasn't stepping on any toes. Heck my path might prove to have unexpected bugs hehe
          No need to apologize. I was the one feeling bad when I thought of potential issues with your examples and was worried about your perception of what I feared might look like "a critique".

          I don't worry about alternate ideas or worry about my toes.

          Probably 50% of the stuff I've done are merely idea ports or nearly exact ports from other engines and plenty of the ideas or sometimes the code itself is from Qrack, haha :d
          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 ...

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          • #20
            Time for a group hug :d

            It's good to see to such active Quake developers working in such similar areas freely exchanging ideas and information especially in such a respectful manner. You set a good example which many would do well to follow.

            While I'm on, I must say that whilst I like the eye candy and fresh look of Qrack I also do like the smoothness and original 'feel' of PQ. I'm not wishing to clutter up this thread so is there a 'suggestion box' thread for Qrack / Proquake that users could contribute to and the respective authors would read/take on board at their leisure?

            Keep up the good work guys

            Kind regards

            Monty
            Mr.Burns
            "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
            WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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