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RA3 After All

by Maarten Goldstein, Jan 16, 2000 5:09am PST
Related Topics – Quake 3 Arena

Well, after talking to Graeme Devine crt made another update to the Rocket Arena page, saying that they (id) will be adressing the current source code limitations and so RA3 will be going full speed when that happens.




Comments

21 Threads | 21 Comments



  • #13
    QVMs are upto 30% slower on baseline machines. I\'ve got 450Mhz CPU and TNT so I\'m more fillrate limited, but even I see a 10% framerate increase when I used native dlls.

    I didnt ever hear any problems about portability in Q2 because all the good Quake2 mods were ported to all the supported platforms. QVMs are just too damn limited. You can\'t do any external networking if you use QVMs, you can\'t do any major file i/o, you can\'t add any major functionality. For example, i\'ve added in mp3 support using an external library in my uix86.dll. I\'m working on a playlist editor when i find time, but i find it just too ugly compared to how nice and clean the UI code would have been if it used C++. I would like the flexibility to change it to what i want. I just want the option.

    As for id being friendly to mod developers. They don\'t even come remotely close to what Valve and Epic are doing. Anyone remember how long the Q2 3.20 source release was delayed just out of pure laziness ? I believe that they finally got around to releasing the source 4 to 6 months AFTER the patch came out.

  • id the Microsoft of FPS? Hardly. I would say Epic is the MS of FPS. Base their flagship product completely on a competitor\'s product, embrace and extend (Unreal = Quake + some shit thrown in - soul and good taste). Make exclusive deals with some hardware companies (Unreal/UT runs best by far on 3dfx, Unreal used to be a Windows-only product while id games have pretty much always been cross-platform). Hey, even Microsoft makes IE run on Solaris, and Epic ports UT to Linux, jumping on the bandwagon... UT has a great interface just like MS products, but the core of the product just isn\'t up to par with the Quake games.

    id has always promoted cross-platformness and doing the \"right thing\", they have given away major enhancements to their products (QuakeWorld, GLQuake for free), and hardly anything other games companies do can compare.

    Sure they\'ll get bashed by some people who just want to play something totally different after all these years. And sometimes it\'s cool to see the big guy hurting. But everything id did to get where they are, they did it through hard work and giving gamers what they want, not by pulling a Microsoft.




  • Skid,

    More flexibility is badly wanted, yes, but I don\'t share your view point
    regarding platform-specific libraries. As a hard-core \'nix user, I
    believe that portability is a must. Once Nvidia releases a glx module
    that is usable for gaming on a GeForce, I\'ll have no reason to continue
    trying to develop in a Windows environment with proprietary compilers
    that I have to buy, and free compilers that barely, if ever, work well
    for mod development.

    As a Linux gamer, I must say that I don\'t want to leave it up to the mod
    developer to make a Linux port of their mod. There aren\'t that many
    Linux gamers, so why should they care? If there were one mod that I
    would hypothetically like to play that is Windows-only, it would be one
    mod too many.

    I think that the limited use of native DLLs is intentional on id\'s part,
    to encourage the use of qvm. qvm\'s are apparantly faster than native
    libraries, too. This takes the responsibility of maintaining a cross-
    platform mod off the hands of the developer. The fact that you don\'t
    have to worry about three different source trees for three different
    platforms means that you have more time to work on the mod itself.

    And I don\'t see what was so bad about QuakeC. Although I\'ve never played
    with it first hand, what I\'ve read about its current and future uses
    (due the source release) indicates that it is a very flexible and
    expandable framework.

    I\'m not suggesting that we simply \"bow our heads\" and blindly accept the
    limitations presented in this source release. id has always been
    sensitive to the community\'s needs, and there\'s no reason for them to
    stop now with one of their most popular games just released. I\'m saying
    that one of the most recognized mod designers doesn\'t need to go to this
    length to get his message across, and there was no need to be as harsh
    as he was. id has given us something fun to waste our worthless lives
    on, and they will always get the benefit of the doubt with me. There is
    no reason to NOT assume that things will only improve from here.

    _foreskin

    http://news.statik.org
    #rice or #shugashack at irc.enterthegame.com

  • #11
    The simple gust of the matter is that we _want_ more flexibility. I refuse to go back and code in a sandbox like QuakeC. I want to port the code to C++ and then have fun with it. Thats not possible until id allows the choice of qvms or native code libraries. They cite portability and security as the reasons behind this restriction. Portability isn\'t an issue since all the good Q2 mods were ported to different environments. Security, well I\'ve never heard a malicious Q2 mod either. So what we are essentially left with is a restrictive slow environment to modify. After the comparitive freedom of Q2, this does not come as a welcome change. You might just bow your head down and \"DEAL WITH\" whatever id throws, but most of us just don\'t feel the same way anymore after the \"alpha beta test point release\" jokes of Q3A.

  • I made a post over at Stomped regarding this, and I\'d like to re-post
    it here, as I would like to get some constructive criticism from other
    people regarding what I had to say:

    I think CRT has a serious attitude problem. I concede that Q3A
    probably wouldn\'t be Q3A had CRT not written some very awesome mods,
    but he\'s acting like King Shit in Turd Land.

    The .dll-in-the-root-directory issue is an inconvenience, nothing
    more. Its not a major design flaw, because you don\'t release a Q3A
    mod with DLLs. From a development perspective, you have to have
    multiple Q3A directories if you want to develop and debug multiple
    mods. So what? Expect to crunch a lot of disk space when you\'re
    developing anything. I know its a pain in the ass, but its just one
    of those things that you DEAL WITH.

    The client having to specify gametype from the command line, I don\'t
    see a problem here. I wish he would elaborate a bit more, because it
    seems to me that what he proposes is broken actually works. Is he
    talking about client/server path differences? I mean come on, this is
    a bit more than vague. Gametype auto-detection IS a very useful and
    needed feature, for sanity\'s sake. I agree that it should have been
    included in the game, but I think something like this would have been
    added in a point release regardless of CRT\'s rants.

    I have yet to find anything that need \"hacks\" that break
    compatibility between point releases. Again, some examples would have
    been nice. I don\'t think there is much that you can\'t do with the
    souce in its current condition if you use some creative thinking. If
    it doesn\'t do what you want it to do, find a way to make it work.
    Simple as that.

    I call this total unwillingness to adapt to a new development
    environment. Quake 3 Arena is not Quake 2. Expect to have a different
    environment with a different game.

    Not to beat a dead horse, but as everyone mentioned, the source
    hadn\'t even been out for A DAY before CRT started blasting id Software
    for being inflexible and ignorant of the needs of the mod development
    community. id has already made a big effort to keep mappers informed
    with Paul Jquays being a face for id over at www.quake3world.com\'s
    forums. I don\'t imagine that they would offer support for mapping, but
    not modding. CRT didn\'t even ask, he hopped up on his soap box.

    All CRT did in this little episode is generate more email than is
    necessary to Graeme Devine. There were people on IRC that had no idea
    where to even begin making a mod joining channels and telling
    everyone that they have to email Graeme because RA3 is never going to
    get made if these \"major problems\" aren\'t fixed. Sure, send a
    \"constructive\" email to Graeme Devine. The fact that you have to tell
    people not to spam id Software with flames shows that most people have
    no idea what is \"constructive\" and what isn\'t. He may as well have
    said, \"Everyone please spam Graeme Devine on my behalf.\"

    This whole event has really lowered my personal respect for CRT. I
    still think he made one of the greatest mods ever, and I eagerly
    await RA3, but I\'m not that upset that we\'re loosing him to Unreal
    Tournament.

    _foreskin

    http://news.statik.org
    #rice or #shugashack at irc.enterthegame.com





  • [cross-posted to the original CRT/RA3 thread and the follow-up post]
    #4, I\'ve been playing with the source a little and I\'ve had an annoying problem that may be the cause of your problem.

    I compiled all the modules, game, cgame, and ui to a native DLL to see if I could eek some more framerate out of my system. All fine and dandy, it seemed to work with a mild benefit.

    But upon messing around, starting and quitting games, going back to the menu, etc., etc., I found that the game wasn\'t always using the DLL! Sometimes it would switch back the QVM file! This was verified by the console messages when it says it\'s either compiling the VM file or using the native file, and by looking at the information dumped by \'vminfo\'.

    The real problem comes from the fact it seems totally random when it decides to use the DLL or the QVM. Every time I load a map, it would show a different combination of DLL/QVM usage. One time it\'s using all DLLs, the next time, it\'s UI:QVM, GAME:DLL, CGAME:QVM. Ah! After leaving the game, sometimes the UI would come back using the QVM and sometimes the DLL.

    And as a result, sometimes the code modifications I made worked and sometimes they didn\'t.

    Anyone with insight on this?

    - Holesinswiss