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>> No.5929875 [View]
File: 51 KB, 512x457, 1449568088603.jpg [View same] [iqdb] [saucenao] [google]
5929875

tfw trying to comprehend the sparda flech with my hoockshot and reading ESL strokeposting

>> No.4417774 [View]
File: 51 KB, 512x457, 1465795157308.jpg [View same] [iqdb] [saucenao] [google]
4417774

>>4417765
>I know both Source and the CoD engines have quake code lurking in them, but not that it was to this extent.
CoD has been further removed, especially networking-wise, but Source is still very, very much Quake at heart. Here's a good example, one that isn't as well-known as the "Hammer was originally a Quake map editor called Worldcraft" stuff: I already said the whole console system is 1:1, but another thing you might not realize is the old -game option sticking around under the hood. Ever wonder why, say, TF2 has both \hl2 and \tf2 folders in its root directory, with the actual exe- named hl2.exe- being in that directory and not either subfolder? That's why: it's a ten-year descendant of quake.exe, \id1, and \hipnotic or \rogue or whatever your mod's folder name is!

For bonus points, you can open up the TF2 .vpk (archive file, and you guessed it, their own version of the old .pak file system) files, and under \cfg, sure as shit, there's a little file called valve.rc, which is a plaintext config file similar to config.cfg and autoexec.cfg, just with the extension changed so players don't screw with it. If you're familiar with Quake modding, that'll sound very familiar- quake.rc fills the exact same role in the original engine, that being the third of the three primary configuration files (config for the engine, autoexec for the user, quake.rc for the mod-maker or developer).

>>4417768
Yeah, I've heard horror shows about the duct-tape holding the engine together at this point. TF2 is another great example of that- it doesn't look any better (in fact, it looks far worse since they disabled using lossless texture quality back in... '09?) but it runs like complete shit because they've crammed so much hat-and-weapon-effects shit in and if there's two things Source doesn't like, it's particle effects and dynamic lights. For that matter, I have to wonder if the real time shadow limit has something to do with the original Quake's 4-light-styles per point limit?

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