Moderator: pcwzrd13
mankrip wrote:Curious. Waiting for the release.
moi wrote:I was wondering how difficult it would be to make Makakqu SDCARD compatible, so you could save and load game saves, config files and maybe even maps and mods from it?
moi wrote:How about a version that is IDE mod compatible that supports MMU and HD swapping in order to make huge maps run despite of limited RAM on the DC?
moi wrote:How difficult would it be to make the engine load custom progs.dat depending on what mod the game server is running?
moi wrote:Any chance for a PSO like chat "bubble" system with a dictionary in Maqaku?
moi wrote:A couple of weeks ago I got a cygwin KOS toolchain running so I could complie Makaqu, however my CDI refuses to load in windows based emulators. No success with DEMUL or NullDC.
Did anybody ever get Makaqu emulated on PC?
mankrip wrote:No idea. I have a SD card adapter for my DC, but never tested it. Also, I'd have to update the engine code to be compatible with the latest versions of KOS, but I guess Shuouma may have done it.
mankrip wrote:Huge maps have large intricate data structures which requires very fast access, so virtual memory wouldn't cut it. But using SSD storage as virtual RAM for simple data such as sounds would free some of the main RAM. It would allow for bigger map files to be used (maps with more textures, for example), but it wouldn't increase the performance of maps with large areas and/or a higher level of detail. Big maps would still have to be comprised of multiple individual areas with the same size and level of detail of the original Quake levels.
mankrip wrote:Still, talented mappers can make good-looking geometry under vanilla Quake's restrictions, and IMO support for huge maps isn't the best approach to improve the gameplay possibilities of this engine.
mankrip wrote:The progs.dat is run by the server only. The gameplay on the client side is all done through network messages received/sent from/to the server. IIRC, the client don't need to have the same progs.dat locally.
mankrip wrote:Possibly yes, but I've played PSO so long ago that I barely remember how it was. I remember it being really fun, though.
mankrip wrote:I've never tried emulating the DC version on the PC; always used a real DC for testing DC-specific engine code, and used the PC version to develop mods.
Shuouma wrote:Just a short update, due to the nature of old Q1, the online
was really bad regarding lag. So I have now ported QuakeWorld
instead to the DC.
Anthony817 wrote:Wow another port of Quake? Awesome! Would love to see some video of the beta if possible?
Shuouma wrote:Just a short update, due to the nature of old Q1, the online
was really bad regarding lag. So I have now ported QuakeWorld
instead to the DC.
"QuakeWorld, abbreviated as QW, is an update to id Software's Quake, that enhances the game's multiplayer features (namely TCP/IP support) to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers."
The release is now in beta testing.
Users browsing this forum: No registered users