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  • Quake Protocol Question

    So, in my mod, lots of entities can be created at once. I've been using DP as a test engine, and the DP7 protocol handles it like a dream, unlike the super laggy standard protocol. So, I was wondering if there are any other protocols that can handle hundreds of entities. I can't test every engine, so feedback will be useful.

  • #2
    I've recently been pushing Quakespasm with extra gore, lots of blood splat sprites for gibbing characters. I can throw about 2500 or so entities in one frame before the game crashes. That engine can take a beating, but it still isn't DP or FTE.
    'Replacement Player Models' Project

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    • #3
      Originally posted by SpecialBomb View Post
      So, in my mod, lots of entities can be created at once. I've been using DP as a test engine, and the DP7 protocol handles it like a dream, unlike the super laggy standard protocol. So, I was wondering if there are any other protocols that can handle hundreds of entities. I can't test every engine, so feedback will be useful.
      There's no Quake protocol remotely close to DarkPlaces Protocol 7.

      The extended Quake protocols in other engines like protocol 666 in FitzQuake/Quakespasm/other engines are meant for single player enhancement only and simply extend limits.

      They offer no network enhancements like DPP7, which offers many.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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