>>106378986
"Ladyhavoc" doesn't do any work on the engine. Check the commits.
Night and day between
1) Old LordHavoc
2) 3 year interm period where he was gone
3) "ladyhavoc" era.
I still work on the engine and add new features
>BUT UR FEATURES SUUUCK!!!
Tell me another way to support over 32k entities without
1) extended the internal representation of the entity number beyond the 2 word static type it was before. (in all the many places it was pushed through)
2) extending the network representation of the entity number beyond the 2 word static type it was before. And using the algorithim used in FTE quake to do it: to keep within the "norms" of quake.
(BTW: 2 words means 2 bytes, go and figure out your max entity that way)
3) Adding a backwards compatable mode, in addition, so that if one does not wish to demand every client use the "new protocal" (LP7 (light places 7)): old clients can still play on normal maps with less than 16k entities. (in truth, they probably can play right up to 32k entities): and only drop if a newer map using tons of entities (ie for a forest where each tree can be destroyed, or the same for a city) is loaded.
How would YOU have done it
Tell me: how do you, bitwise, get over 32k in 2 bytes.
You won't.
My additions were simply necessary for on-the-fly procedurally generated maps. Which can be made by the spawnarray and spawnradial QC additions I wrote.