random patch needed


(king_troll) #41

random patch, a patch for a game for no actual reason years after the game is dead and way past its sell by date. it wont happen for no game from anyone, so its a random patch

still instead of id releasing the crap fest that is the doom 3 engine as GPL… they should do a UDK with quakewars idtech4 with alot bigger megatextures and lipsync in the bundle

releasing the d3 or q4 engines as GPL is a complete waste of time, they are pure bollox and wont get used for any decent mod


(taw_m0nsta) #42

Why not replacing the Strogg vehicles as well? I tough your goal was making it more realistic/human only/same weapons/advantages, with the Strogg vehicles left it looks even more awkward.

I am still not sure what you after with the ‘random’ patch… In first case, lets call it a hack, because the last time this game was patched was in 2007.

Apart from hacking a none existing function for a none existing problem which should make it possible to have too big maps, there still needs to be somebody to make an actual too big map. I guess that will end you up with an exclusive map that will only work with your mod. Ofcourse I cannot look in the future but unless you are willing to make that map yourself, I am afraid it will be very hard to find QW map maker willing to spent time on map that can be only used for your mod.

While we are talking about ‘random’ solutions here anyway, why not scale down all the players, vehicles and other models and keep the terrain and buildings the same?


(Runeforce) #43

[QUOTE=king_troll;382979]
still instead of id releasing the crap fest that is the doom 3 engine as GPL… they should do a UDK with quakewars idtech4 with alot bigger megatextures and lipsync in the bundle[/QUOTE]

You make no sense! Go buy a license for IDtech5. Do you have the money to pay ID for that kind of work? I see no reason to bash a game developer like that, who actually releases under the GPL.

You could hire a programmer to work on your needs for the gpl’ed IDtech4.


(king_troll) #44

idtech5 isnt being licenced out outside of beth franchise. and d3 and q4 engines are lightyears behind on code/scripting/renderer to what quakewars idtech4 is, quakewars idtech4 has only the idtech4 name in common with d3 and q4

you cannot do much with d3 and q4 engines, you have to add water and mp vehicles and a whole lot more yourself, then mp code is full of bugs and nothing is 100% synced without you fixing it all which is all done in q43a : http://www.moddb.com/mods/q43a and is only dedicated quake player that will twidle their finger for 10 more years and make a mod that is not good

quakewars idtech4 has most things and you can do a **** load more with gameplay types and gameplay itself, and would be better to be released like a UDK pack, and not bother with d3 or q4 under GPL. + in quakewars, maps can handle full poly numbers for city blocks like rage and brink


(Apples) #45

Fix the netcode first

kthxbye


(Ashog) #46

most boring thread evar


(king_troll) #47

[QUOTE=Apples;383000]Fix the netcode first

kthxbye[/QUOTE]

the netcode is fixed, network function the engine just read/write and send game snapshots, nothing much else. they dont tell the engine to run which bits of code on server and client side, which gets synced from server for client and not use client prediction

if the netcode didnt work, nothing in q43a would work, no mp vehicles, water, custom map gravity etc etc, the game would be slow and snapshots would be reaching max message bit size every few frames with just 1 of the new features enables on the server config and the player would be in constant lag. never mind them all + 100 other new features you cannot control in server config + you wouldnt be able to have more then 16 players on a dedicated server which is what idtech4 is limited too. si_maxPlayers 128 if you are playing q43a


(.Chris.) #48

Still fail to see what’s so random about this random patch.


(king_troll) #49

why would splash release a patch for quakewars, brink when brink is the problem and their own ip. noone would be expecting it, and there is no real need for it… giving quakewars bigger megatextures to allow bigger maps. is something random. small maps are the only real problem with quakewars SDK… for normal SP mods and 100% new scripts for all entities, then it would need lipsync code

terrain size is limited to the max unit/pixel size of the megatexture, quakewars maps all use the maximum size the engine can handle, you need idtech5 for bigger megatextures that allow bigger terrains


(Apples) #50

[QUOTE=king_troll;383012]the netcode is fixed, network function the engine just read/write and send game snapshots, nothing much else. they dont tell the engine to run which bits of code on server and client side, which gets synced from server for client and not use client prediction

if the netcode didnt work, nothing in q43a would work, no mp vehicles, water, custom map gravity etc etc, the game would be slow and snapshots would be reaching max message bit size every few frames with just 1 of the new features enables on the server config and the player would be in constant lag. never mind them all + 100 other new features you cannot control in server config + you wouldnt be able to have more then 16 players on a dedicated server which is what idtech4 is limited too. si_maxPlayers 128 if you are playing q43a[/QUOTE]

By that I meant, did you ever played etqw? The horrid radom lag from time to time for no reasons and the fact that you dont really hit what you are aiming for is the big push out for me (I still play more than many but sometimes I just spam because I simply cant hit what I’m aiming for)

If this is fixed and if it can play as smoothly as q3 for exemple, then you can make biiiiigger maps with a ****load of stuffs on it, if not, then it’s better to stay with little maps.

Peace


(king_troll) #51

lag isnt that hard to fix. you dont hit most things you shoot at because the hitscan spread is too big, and hitscans in idtech do not work and they are fired server and client side, while server side code will be what gets used as a hit, your client game can be in prediction and upto 1000 [ a whole second ] clientprediction cvar out of sync


(Rex) #52

@ all QW players: Stop feeding the troll.


(king_troll) #53

i own q43a, lag isnt that hard to fix, especially when you have done it all already


(.Chris.) #54

If you could fix ET:QW’s net problems you would be a hero.


(Nail) #55

if he could do more than copy/cut and paste we wouldn’t be having this “conversation”


(king_troll) #56

i can fix alot of things, im not going to, im not making another proper mod. id can release a UDK type of dev kit using quakewars idtech4, and they might get some real modder back from UT world, and some indy games to get some extra money from which they loose keeping QL alive

put these in your autoexec

seta net_clientLagOMeter “0”
seta net_clientMaxPrediction “84” //needs to be higher then your average ping
seta net_clientMaxRate “16000”
seta net_clientPrediction “0”
seta net_clientUseroriginTime “8”


(Dthy) #57

So this thread is pointless then.


(king_troll) #58

why is the thread pointless. release a random patch for quakewars, that does nothing much more then allow mappers to use 4x the size megatextures… if carmack has kept his code clean, all megatexture code would probaly be in a few classes, you just have to overwrite quakewars engine classes with the latest from idtech5

might need a few tweaks, if he has renamed some functions. then just have to update the max allowed unit/pixel size in megagen sdk tools


(Breo) #59

Well i did… some1 else got it working? But I think your ideas make etqw worse. Sorry!

Because I prefer small maps


(Runeforce) #60

You are quite the expert in gibberish.