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test-dr

Joined: 25 Mar 2006 Posts: 523 Location: Germany - Mainz ... SW ...in der Pampa |
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iD opens source for ET engine (and other games like RTCW) |
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iD opens the source for ET server/engine part and more
(hell - i was waiting for this since 2 years ...)
under
ftp://ftp.idsoftware.com/idstuff/source/
anyone trys to take a look into it too?
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only testing .... --- damn, another uncovered bug |
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Fri Aug 13, 2010 1:52 pm |
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Bionic Commando

Joined: 09 Sep 2007 Posts: 5409 Location: Under the hood. |
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Fri Aug 13, 2010 2:33 pm |
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SauBaer

Joined: 11 Mar 2008 Posts: 466 Location: Ze Germani |
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you cant get much out of that engine anyway
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Fri Aug 13, 2010 3:22 pm |
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Spliffy
Site Admin

Joined: 10 Feb 2006 Posts: 2106 Location: Coquelles, France |
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Add a turbo?
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Fri Aug 13, 2010 7:45 pm |
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KillaMasta
Joined: 08 Sep 2006 Posts: 3132 Location: Münster, Germany |
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Add CoD into the game? Fuck off graphic, just same gameplay? With nuke etc.? 
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"One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die." Uncle Bionic |
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Fri Aug 13, 2010 10:38 pm |
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test-dr

Joined: 25 Mar 2006 Posts: 523 Location: Germany - Mainz ... SW ...in der Pampa |
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you cant get much out of that engine anyway |
wrong .. totally wrong
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only one example: there could be a 64bit version
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next example:
the engine has old style threading support -- newer could use not only threads, even use multiple cpu-cores.
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and one point - your probably right - its no cure against the
bad tce-graphics style - those noobs still use the full-high-res-weapons in 3thr-persion view -
instead only in first-person-view as the picture of the weapon the player carrys and is only
rendered in full-detail on the players computer-screen.
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be god .. imagine .. the old way where et could handle more than 50 players on one map.. without lags on server and client..!
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only testing .... --- damn, another uncovered bug |
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Sat Aug 14, 2010 4:57 pm |
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Blueberry
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Joined: 12 Oct 2007 Posts: 1051 Location: Germany |
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be god .. imagine .. the old way where et could handle more than 50 players on one map.. without lags on server and client..! |
so all the active tc:e players remaining could play on one server. 
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Sat Aug 14, 2010 6:55 pm |
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TriffiD
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Joined: 04 Feb 2007 Posts: 1939 Location: Lüneburg, Germany |
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be god .. imagine .. the old way where et could handle more than 50 players on one map.. without lags on server and client..! |
so all the active tc:e players remaining could play on one server.  |

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Finally online: TriffiD's Astronomy Page |
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Sun Aug 15, 2010 12:32 am |
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KillaMasta
Joined: 08 Sep 2006 Posts: 3132 Location: Münster, Germany |
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be god .. imagine .. the old way where et could handle more than 50 players on one map.. without lags on server and client..! |
so all the active tc:e players remaining could play on one server.  |
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"One of God's own prototypes. Some kind of high powered mutant never even considered for mass production. Too weird to live, and too rare to die." Uncle Bionic |
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Sun Aug 15, 2010 12:39 am |
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SauBaer

Joined: 11 Mar 2008 Posts: 466 Location: Ze Germani |
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wrong .. totally wrong
-probably
only one example: there could be a 64bit version
-and who would need that? the whole game industry went 32 bit a long time ago, and they didnt change, did they?
next example:
the engine has old style threading support -- newer could use not only threads, even use multiple cpu-cores.
-even newer games sometimes cant get the multiple core realisation straight, how do you expect coroner/everyotherprivateperson to make it right? why would you in first need multi core support when you can render anything available right now with 1 core?
and one point - your probably right - its no cure against the
bad tce-graphics style - those noobs still use the full-high-res-weapons in 3thr-persion view -
instead only in first-person-view as the picture of the weapon the player carrys and is only
rendered in full-detail on the players computer-screen.
-it doesnt matter? the resources spent on rendering 500 polys for 20 players instead of 50 polys can be handled very well, not of course if you try to run it on a commodore, and even then, go ahead sit down and imagine how much time does it take to have a full LOD workflow up and running
TT implemented some neat bits additionaly, but it cost them much time and doesnt convert tce to photo realism.... you just cant script raytracing simulation or shader effects into that old chunk... you would start writing your own engine like that...
be god .. imagine .. the old way where et could handle more than 50 players on one map.. without lags on server and client..!
battlefield 2 handles 64, and has handled 128... with more details and far superior graphics than et. MAG for ps3 picks up to 256 on 1 server
you can´t use old code for newer machines, you can set off far better from the UT3 engine or the cry2 engine, or even the q4 engine and get decent results |
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Sun Aug 15, 2010 7:51 pm |
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test-dr

Joined: 25 Mar 2006 Posts: 523 Location: Germany - Mainz ... SW ...in der Pampa |
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Number of Players: et had always maximum of 64 players
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the speed-up in mod-part(only) i got for otc-mod was 20%
so
the speed-up in the engine might not so big, but if it comes to manage larger resources
and use the quicker 64bit-cpu-command-sets - including quicker computers - it might
easy possible to scale up the number of players to more than 64.
The maximum number of players is only limited by the compressed network-code
and the internal table(array) with only 64 slots for players.
That is the same like the limit for only 64 weapons(weapons-stuff) in the engine
and network code.
And speaking about the graphics eye-candies - for the game-play, special multiuser, it
is more significant to get a clear, good playable environment, than have a lot of funny
"world_of_warcraft"-fireworks.
And last part - the bug-fixing with another et-mod loading to check for user-hacks may not
necessary any more - including, there is the chance to disable some ways how aimbots and
wallhax works .. (for example those using the texture in the gl-pipe to the graphics-driver)
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only testing .... --- damn, another uncovered bug |
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Sun Aug 22, 2010 7:16 am |
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