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Does ironwail include the improvements from quakespasm SPIKED? #331
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Yes, the physics and framerate are separate in IW. I don't know all of the features of QSS but almost all of them should be here. The only notable absence that I'm aware of is that the client-side QuakeC support is limited to the HUD - so Arcane Dimensions' fancy particle effects are unsupported, for instance. |
Ah. Thats a real shame because i was going to eventually create a duplicate version of the game's code, where i mod the original nightmare difficulty properties into the new expansion, because i really want to play that, but i dont want to play with the new difficulty they retconned into the game, and as far as i know, reversing that is only possible by editing the original source code of Quake, hacking that into the expansion's data file, and running that |
I don't see the connection between your reply and my comment? Modding the nightmare mode of Dimension of the Machine to match the original game has nothing to do with network/renderer isolation or CSQC support. Since you asked, those nightmare changes are in the QuakeC, not the engine code. You can find it on id Software's github. |
I guess thats just because i dont know what im doing or how to do what i want to do, so i cant explain it properly to someone who knows what they are doing. But yea, i just want to play the new expansion with the old nightmare settings, and i dont know how to do that. |
Mainly asking about the physics being uncoupled from the framerate thing, but the other neat features of spiked would be cool too!
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