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InsideQC Forums • View topic - New Age "Quake" Engines Specs

New Age "Quake" Engines Specs

Discuss programming topics for the various GPL'd game engine sources.

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Postby dreadlorde » Wed Dec 15, 2010 12:47 am

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Postby mh » Wed Dec 15, 2010 1:02 am

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Postby dreadlorde » Wed Dec 15, 2010 1:52 am

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Postby frag.machine » Wed Dec 15, 2010 1:54 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby revelator » Wed Dec 15, 2010 3:52 am

earlier versions of ms registry was indeed total fubar no question.

later versions as in vista/win7 are quite a bit more stable and in most cases it wont destroy your machine if you do something your not supposed to in the registry.

the reason is that ms decided to take a more unixy approach by also
saving all seettings in (you guessed it) an xml database.

the downside is size. i cant remember the folders name but its somewhere in system32. my win7 install takes at mint condition (fresh install) about 15 gigs ouch. well after installing the ms compiler and a few other things i ended up with it taking about 45 gig 20 gigs where
xml data, and believe me deleting "ANY" of that will break your pc :lol:

as for win7 you cant even delete it no matter what you do ;) and there are certain areas in the registry that will deny you access even as admin (mostly os stuff needed for it to run) but there are a few things like securom that are also protected.

that aside i agree a database can be a wonderfull tool for a lot of matters.

sqlite is one option another is gdbm if you dont like the sql syntax.
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Postby qbism » Wed Dec 15, 2010 5:15 am

The touchy-feely social aspects of this New Age Quake are the features most likely to get folks exited.

How feasible would it be for an engine to upload stats to an online database, by automatically logging-in to a php website? Not continuously logged-in or realtime, just at the end of a level or some interval.

Thinking of single-player games- Players can compare stats and achievements while developers can collect info. The host can be a basic php/mysql website. This is more or less how Flash games do it (Flash Quake should, too!) but it could work on any platform that also supports an internet connection.

Creating a social aspect to single player quake would fill a unique niche. The only thing close AFAIK is Aftermoon's CoopOrDie for Q2.

Image
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Postby goldenboy » Wed Dec 15, 2010 8:04 am

Haha :) Oohhh, that rings a couple bells...

Before anyone goes all activist over these things, you might want to consider waiting a little. Things are already waiting to happen, but need to be set up correctly, and for any sort of standard base, remember we'll need a reference implementation.
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Postby r00k » Wed Dec 15, 2010 9:33 am

#25: Mouse Driven Menu Support.
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Postby frag.machine » Wed Dec 15, 2010 11:53 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby leileilol » Wed Dec 15, 2010 3:21 pm

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Postby mh » Wed Dec 15, 2010 3:55 pm

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Postby goldenboy » Thu Dec 16, 2010 10:37 am

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Postby Spike » Thu Dec 16, 2010 12:11 pm

.
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Postby revelator » Thu Dec 16, 2010 1:09 pm

Last edited by revelator on Thu Dec 16, 2010 1:23 pm, edited 1 time in total.
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Postby r00k » Thu Dec 16, 2010 7:51 pm

Without modifying existing menu code, a separate routine could handle the mouse pointer, and a look-up table for [page][x][y].function() when the mouse button is selected.
The table could be a simple ascii file

//trigger page x1 y1 x2 y2 function
mouse1 1 25 25 75 75 menu_single()
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