>>106412451
>Is there something about working with the old Quake engine spin-offs that make people go insane?
It's using C when you should be using QuakeC.
I know you are calling me insane for not being pro-tranny, but "LadyHavoc" is the one who chopped "they" dick and balls off.
C can do anything: but it takes forever and you're always "fearful" of crashes when you add a new feature: that is you take a working stable program: and one feature can make it an unstable mess that can be ended by any player. So you have to test alot.
However since C can do anything: your mind races about all these "things" you could possibly accomplish. Then, since you don't have the talent or Will to do them: you add useless changes and not features.
That's what happens if you're only in the C world.
QuakeC can do only a limited amount of things: but it can do them quickly and fairly well. It's higer level on the stack of things. And you can simply build 3d worlds and not care about the implementation details.
If you only know C you'll be stuck in the pits, and go insane.
If you know various languages you can use the right tool for the right job.
Sometimes that's PERL.
(conversion scripts from Unreal t3d to quake .ent and .rtlights).
So yes: working exclusivly in the C engine does make people go insane. It takes about a month to get a big new feature to stop crashing. Now, the faggot here will say "SKILL ISSUE", while not showing "his" work.
But any C project needs to be extensivly tested for every single added feature. Or you'll get segfaults in a previously working project.