Quake <-- Nethack. Yes, it is that simple.

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The "hack" system
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numbersix Author
numbersix - - 2,244 comments

Been testing with the biome system in Q-hack.
Triggers select which biome to use, and pick random chunks.

These: Moddb.com form the landscape. They get different textures and rotation angles when they appear.

Each chunk is loaded by a func_maphack entity. Thus I call them hacks.

The system can build a semi-random terrain set.

Some things I still have to work out is how buildings will interact with the land forms (seen here in the shub sample cave box) and reducing the number of func_maphack entities.

The engine limit is 32768 ents. Most of my tests go below 10 fps when more than 5000 ents are present.

I have an engine cvar "sv_hide". That causes far away func_maphack to be hidden and send no network updates. This sort of works, but - the 32768 limit still stands.

I'll post more demo images of this in the next couple days.

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