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Forum: All Forums : General Gaming Topics
Category: General Gaming
General chat about gaming and such.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Engine annoyances
bani~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: General Gaming
Posted: Friday, Jan. 17, 2003 06:55 pm
What annoyances do you have with the game engine you're modding for?

RTCW: Sucky (udp based) download system, no QVM, map-oriented (0,0,0-aligned) player hitboxes, no bots
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Danijel.K~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: General Gaming
Posted: Friday, Jan. 17, 2003 07:38 pm
entitie count limitation in q3 :)
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skew~rb
General Member
Since: Dec 23, 2006
Posts: 7
Last: Dec 23, 2006
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Level 0
Category: General Gaming
Posted: Friday, Jan. 17, 2003 07:52 pm
Quake3 engines and their derivatives: Pre-transformed input and euler angles.  The latter can be changed, somewhat.
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: General Gaming
Posted: Friday, Jan. 17, 2003 09:01 pm
UnrealED 3.0 (Buggy Terrain Tool)
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Stannum~rb
General Member
Since: Dec 23, 2006
Posts: 428
Last: Dec 23, 2006
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Level 5
Category: General Gaming
Posted: Friday, Jan. 17, 2003 09:35 pm
Be able to add new anims for the ghoul2 model format. If you want new anims you have to redo everything from scratch.
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ReverendTed~rb
General Member
Since: Dec 23, 2006
Posts: 2198
Last: Dec 23, 2006
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Level 8
Category: General Gaming
Posted: Saturday, Jan. 18, 2003 12:57 am
SoF2: If a client has "Allow Downloads" on and a server has "Allow Downloads" off, then any custom gametypes or skins on the server, whether they're being used or not, will cause the client to fail to connect to the server.
As a result, many servers can't even put customs on the server for "on the fly" usage, because people won't be able to join the server even when the customs aren't running.
It basically defeats the modular gametype system, which is a great idea.
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slowJusko~rb
General Member
Since: Dec 23, 2006
Posts: 457
Last: Dec 23, 2006
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Level 5
Category: General Gaming
Posted: Saturday, Jan. 18, 2003 01:28 am
Q3:A
- unoriented hit boxes

SoF2
- lack of external animation support
- separate multi-player / single player code
- not being able to figure out the BONE_ANGLE stuff :)

Unreal
- messy as #### (Unreal + UT, UT2k3 looks much neater)
- need to sub-class everything unless you redo everything
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Stannum~rb
General Member
Since: Dec 23, 2006
Posts: 428
Last: Dec 23, 2006
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Level 5
Category: General Gaming
Posted: Saturday, Jan. 18, 2003 02:12 am
Quote (rickmus @ Jan. 17 2003, 7:08 pm)
That was once fundamental thing we wanted in since Ghoul2 was spec'd out.  Unfortunately, for many circumstances that I won't go into, it just didn't turn out to be that way (and I feel very bad about it).  I do understand your position and that is one thing which is a personal priority for the projects I'm involved with.

Ps (ish)

That isn't really a problem for us since we are doing everything from scratch. But it did kind of kill the smaller mod teams. (For sof2, don't know about jk2.)
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Lifer!~rb
General Member
Since: Dec 23, 2006
Posts: 21
Last: Dec 23, 2006
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Level 1
Category: General Gaming
Posted: Saturday, Jan. 18, 2003 09:52 am
Since I am a mapper and haven't really dug into any code, i can't really say what the most limiting factors are from a modder's stand point..  But mapping, I can!  :)

Danijel.K definately hit a point with the max ents problem.  Other annoying things are hitting the many other limitations, such as max_map_lighting, etc..  (I pray that DoomIII will eliminate most of these problems :) )

Another problem I have is the old grid size.  Quake engines still use grid sizes based off of textures.  Over the last year, I've been experimenting with real world architecture, and the old grid size makes it extremely difficult to convert dimensions read off of a blueprint into GTKradiant.  If grid sizes were structured in feet and inches, this could also be benificial to modelers.. especially if that scale matches the grid size used in 3dsMAX and other modeling programs.  

Aaron "Lifer!" Gilmore
Team Lead, Mapper
Team Reaction
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: General Gaming
Posted: Saturday, Jan. 18, 2003 11:44 am
JK2 : The difference in the mapmodel limitations between the single player and multiplayer executable.
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