Name: Anonymous 2025-03-09 20:29
chaosesqueteam@yahoo.com
From:chaosesqueteam@yahoo.com
To:rika@disroot.org
Sun, Mar 2 at 11:23 PM
Dear Rika:
Instead of arguing about religion, how about this.
You implement a map format of your choice into the engine (source code) included with this project, in the C90 ISO standard (declarations before executable code in blocs) and the engine thence be improved in a real and measurable way.
Once you have done that you may add, in ASCII, (comment) Art a Cross of your choosing to the top of one of the edited files that doesn't yet have one.
Thus perhaps attracting Sanctifying Grace to counter act the very clear Devil worship that John Carmack was engaged in during the creation of Quake (remeber he got very rich too).
If you don't know of a format that you would like to implement; please choose from one of the ones on the wishlist or tracker areas on the project page. However any format will be accepted provided it does not use external libraries at all (ie all code is real code you or others have done for the engine) and it is under the same license as the engine (GPLv2 +) and compiles etc and we can get it to be ISOC90 compliant (not hard, just no use of C95 stuff like movable arrays etc) That way it will be good for old hardware poor whites have.
rika
From:rika@disroot.org
To:chaosesqueteam@yahoo.com
Mon, Mar 3 at 1:29 PM
That is an interesting challenge and there's indeed a format I'd like to
port to Xonotic. You may know there are a few existing pseudo-2D maps
that work with camera tricks; I have an interest in making
side-scrolling maps with adequate modded physics into a serious gameplay
alternative. However, I only work with xonotic-data.pk3dir, and you talk
about C instead of QC. That means I wouldn't be able to have this map
parsing just work on my server, and requiring players to manually
download another client isn't gonna work. My time is finite, I work for
the sake of my project first. I already take care of cleaning up the
pk3dir source, my server is the only one where spectators aren't
assigned the number of the beast as score. What I would do instead is to
write an external parser and converter for the new map format to output
a preprocessed pk3 that would work with any Xonotic-based client
including yours.
chaosesqueteam@yahoo.com
From:chaosesqueteam@yahoo.com
To:rika
Sun, Mar 9 at 4:27 PM
So basically you're saying you won't implement any map formats in the engine: the only thing I've asked for.
And you just say "I will do what I want"
What was the point of contacting me then?
What value do I get from this?
You'll run out of globals in QC.
That is if you can parse the format at all.
If it has any need of constructing geometry: you can't do it in QC really.
Most actual format processing must be done in the engine.
The exception can be if it's a tile based map: you can make 3d models of all the tiles.
However, if you aren't using my engine, you will run out of entities.
Regular DP can only do 32k or so entities before it hits an internal and also a network limit (2 bytes)
My version can address up to a million or so (4 million iirc).
And by default 200k or so compiled.
Thirdly entities aren't exactly fast, so if you make everything an entity it will be slow.
Imagine every triangle as a seperate model and a seperate entity.
>No number of the beast for spectators
That doesn't fit. Those who accept the sign of the beast do so because they are just obeying their masters, just along for the ride in life.
Much like a spectator.
Assigning spectators the number of the beast seems fitting, in a way. Look at all who simply obeyed and took the vaccine for instance.
Third You came to Quake. Quake didn't come to you. It is disrespectful to change meaningless things to attempt to hide Quake's demon worship.
From:chaosesqueteam@yahoo.com
To:rika@disroot.org
Sun, Mar 2 at 11:23 PM
Dear Rika:
Instead of arguing about religion, how about this.
You implement a map format of your choice into the engine (source code) included with this project, in the C90 ISO standard (declarations before executable code in blocs) and the engine thence be improved in a real and measurable way.
Once you have done that you may add, in ASCII, (comment) Art a Cross of your choosing to the top of one of the edited files that doesn't yet have one.
Thus perhaps attracting Sanctifying Grace to counter act the very clear Devil worship that John Carmack was engaged in during the creation of Quake (remeber he got very rich too).
If you don't know of a format that you would like to implement; please choose from one of the ones on the wishlist or tracker areas on the project page. However any format will be accepted provided it does not use external libraries at all (ie all code is real code you or others have done for the engine) and it is under the same license as the engine (GPLv2 +) and compiles etc and we can get it to be ISOC90 compliant (not hard, just no use of C95 stuff like movable arrays etc) That way it will be good for old hardware poor whites have.
rika
From:rika@disroot.org
To:chaosesqueteam@yahoo.com
Mon, Mar 3 at 1:29 PM
That is an interesting challenge and there's indeed a format I'd like to
port to Xonotic. You may know there are a few existing pseudo-2D maps
that work with camera tricks; I have an interest in making
side-scrolling maps with adequate modded physics into a serious gameplay
alternative. However, I only work with xonotic-data.pk3dir, and you talk
about C instead of QC. That means I wouldn't be able to have this map
parsing just work on my server, and requiring players to manually
download another client isn't gonna work. My time is finite, I work for
the sake of my project first. I already take care of cleaning up the
pk3dir source, my server is the only one where spectators aren't
assigned the number of the beast as score. What I would do instead is to
write an external parser and converter for the new map format to output
a preprocessed pk3 that would work with any Xonotic-based client
including yours.
chaosesqueteam@yahoo.com
From:chaosesqueteam@yahoo.com
To:rika
Sun, Mar 9 at 4:27 PM
So basically you're saying you won't implement any map formats in the engine: the only thing I've asked for.
And you just say "I will do what I want"
What was the point of contacting me then?
What value do I get from this?
You'll run out of globals in QC.
That is if you can parse the format at all.
If it has any need of constructing geometry: you can't do it in QC really.
Most actual format processing must be done in the engine.
The exception can be if it's a tile based map: you can make 3d models of all the tiles.
However, if you aren't using my engine, you will run out of entities.
Regular DP can only do 32k or so entities before it hits an internal and also a network limit (2 bytes)
My version can address up to a million or so (4 million iirc).
And by default 200k or so compiled.
Thirdly entities aren't exactly fast, so if you make everything an entity it will be slow.
Imagine every triangle as a seperate model and a seperate entity.
>No number of the beast for spectators
That doesn't fit. Those who accept the sign of the beast do so because they are just obeying their masters, just along for the ride in life.
Much like a spectator.
Assigning spectators the number of the beast seems fitting, in a way. Look at all who simply obeyed and took the vaccine for instance.
Third You came to Quake. Quake didn't come to you. It is disrespectful to change meaningless things to attempt to hide Quake's demon worship.