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ifdef QUAKE2/IDGODS/PARANOID

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  • ifdef QUAKE2/IDGODS/PARANOID

    What do the #ifdef QUAKE2/IDGODS/PARANOID in the Quake source code do? I can see from the function names in some of the #ifdef'd code that QUAKE2 does some things with lighting and saving/loading games, and PARANOID seems to enable a bunch of range checking; not sure what that is either. I have no idea what IDGODS does, although I can see it does some things with the network.

    Can anyone elaborate what these enable?
    Gentoo Linux

  • #2
    The "QUAKE2" build has experimental stuff like "dark fields" -- which are "lights that darken an area" and other experimental features, some of which are found in some engines. Like "origin brush support" which allows doors to rotate and open around a designated point.

    IDGODS ... Quake initially had the option to allow id Software to have special remote access to servers that enabled it with complete administrative access or something like that.

    Needless to say, most of those sections are removed in most or all the Quake engines. PARANOID was something possibly for DOS development and FPS_20 was the idea of a server running at 20 frames per second instead of 10.

    All of that stuff is optional compile code that, essentially, never gets used.
    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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    • #3
      every time i tried darkfeilds the models would turn to a triangular slop when it was applied to them, mybe it was that i hadent foun the magic of gl_flashblend 0 yet when i had tried it :/?

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      • #4
        The old Quake exploit: ID games Backdoor in quake
        Quake 1 Singleplayer Maps and Mods

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