Search found 322 matches

by LordHavoc
Thu Aug 21, 2014 4:43 am
Forum: Engine Programming
Topic: _wateralpha and other worldspawn keys proposal
Replies: 36
Views: 8351

Re: _wateralpha and other worldspawn keys proposal

The only cases where you can really count on QC being involved and having meaningful input on the situation are: 1. singleplayer 2. same engine on client and server, with an extended protocol (this includes things like stuffcmd of new cvars, that is protocol too). In general the way I extend map cap...
by LordHavoc
Tue Aug 19, 2014 4:28 am
Forum: Engine Programming
Topic: _wateralpha and other worldspawn keys proposal
Replies: 36
Views: 8351

Re: _wateralpha and other worldspawn keys proposal

[*] If the player changes the “r_wateralpha” cvar while the map is running, the engine should switch to using that value until the map is reloaded. This allows for interactive tweaking by a mapper, or lets the player override the value if they don't like the mapper's choice. Please not this one spe...
by LordHavoc
Sun Jul 06, 2014 5:59 pm
Forum: CSQC Programming
Topic: RANT: What's wrong with CSQC
Replies: 42
Views: 12454

Re: RANT: What's wrong with CSQC

the predraw method (and by method, I mean function stored in a field) is invoked by the addentities function (just before the engine implicitly calls addentity on the entity for you - note that in FTE you can inhibit the engine's auto addentity call by returning TRUE, giving you a chance to revert ...
by LordHavoc
Sat Jul 05, 2014 2:28 am
Forum: CSQC Programming
Topic: RANT: What's wrong with CSQC
Replies: 42
Views: 12454

Re: RANT: What's wrong with CSQC

ceriux wrote:have you messed with these?
Not that darkplaces is being discussed here necessarily, but most of those fields won't do anything in darkplaces, never even heard of most of them.
by LordHavoc
Fri Jul 04, 2014 5:36 pm
Forum: CSQC Programming
Topic: RANT: What's wrong with CSQC
Replies: 42
Views: 12454

Re: RANT: What's wrong with CSQC

LordHavoc rant time: Way back in 1999 there was this magical thing called the Quake Source Mailing List, where great ideas were discussed by several people, most of whom didn't go on to make any engines, the idea of CSQC was floated on there and I was more or less the key architect on that discussi...
by LordHavoc
Fri Jul 04, 2014 5:25 am
Forum: CSQC Programming
Topic: RANT: What's wrong with CSQC
Replies: 42
Views: 12454

Re: RANT: What's wrong with CSQC

LordHavoc rant time: Way back in 1999 there was this magical thing called the Quake Source Mailing List, where great ideas were discussed by several people, most of whom didn't go on to make any engines, the idea of CSQC was floated on there and I was more or less the key architect on that discussio...
by LordHavoc
Sat May 24, 2014 2:54 am
Forum: Project Showcase
Topic: [OLD SHIT ENGINE] Pointless arena shooter
Replies: 65
Views: 45524

Re: [id3][WIP] OpenArena3

Judging by a Steel Storm: Burning Retribution material that motorsep showed me, q3map_forcemeta may be required as well?
by LordHavoc
Fri May 09, 2014 7:48 pm
Forum: QuakeC Programming
Topic: problems in q3bsp
Replies: 20
Views: 6025

Re: problems in q3bsp

Yes I meant self.oldorigin = self.origin; q3bsp does not improve or worsen the situation - I am referring to map bugs here, where someone put a info_player_deathmatch a little bit too close to some piece of geometry and the player spawn position is thus invalid (partially in solid), the engine can a...
by LordHavoc
Thu May 08, 2014 3:25 pm
Forum: QuakeC Programming
Topic: problems in q3bsp
Replies: 20
Views: 6025

Re: problems in q3bsp

I was actually noting that you can assign self.origin = self.origin; after doing the setorigin when spawning the player, and it will trigger the engine's internal logic for moving the player out of small obstructions.
by LordHavoc
Thu May 08, 2014 4:53 am
Forum: QuakeC Programming
Topic: problems in q3bsp
Replies: 20
Views: 6025

Re: problems in q3bsp

self.oldorigin is used by all quake engines in case the player is stuck, it teleports them back to that location, if they aren't stuck it updates it to match their .origin, so they basically get stuck on something rather than getting embedded in it when the physics breaks, it's a better behavior. A ...
by LordHavoc
Thu May 08, 2014 4:40 am
Forum: Engine Programming
Topic: Possible Darkplaces bug ?
Replies: 37
Views: 12237

Re: Possible Darkplaces bug ?

New DarkPlaces build posted, has a variant of jitspoe's lighting fix, and a bunch of collision fixes, and a fix for the bugs in r_useportalculling that occasionally caused a black screen. jitspoe - I had to fix the bounds checking on dsi/dti to be no more than lmwidth-2 because otherwise it could re...
by LordHavoc
Wed May 07, 2014 6:48 pm
Forum: Engine Programming
Topic: Possible Darkplaces bug ?
Replies: 37
Views: 12237

Re: Possible Darkplaces bug ?

I'm actually doing a deep audit on all the collision code to improve the use of clip epsilons, I've got the lightmap fix integrated too, it's just not committed yet.

Expect an update in a few days.
by LordHavoc
Tue May 06, 2014 5:21 pm
Forum: QuakeC Programming
Topic: problems in q3bsp
Replies: 20
Views: 6025

Re: problems in q3bsp

Ditto for 2012 versions, I too am seeing very odd things. I have emailed LH who has sugguested looking at the same vcars Seven mentions, but they have not solved any issues. Documented test cases are needed, you are both poor at explaining these issues and have not demonstrated them to me either, I...
by LordHavoc
Sat Apr 26, 2014 7:04 pm
Forum: QuakeC Programming
Topic: problems in q3bsp
Replies: 20
Views: 6025

Re: problems in q3bsp

Is the floor a mesh (dpmeshcollisions) or a misc_model with the spawnflags that make it solid (q3map2 converting the triangles to brushes)?

sv_gameplayfix_nudgeoutofsolid 1 may help but this sounds worse than anything I've observed in the past.
by LordHavoc
Fri Mar 07, 2014 2:01 am
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 10680

Re: Help with Quake Bot

You might want to start sequence at 1 but I don't recall off hand. Note that reliable and unreliable sequence numbers are independent, and unreliable sequence numbers increment regardless of any reply from the server (they're not asking for a reply, they are unreliable by nature), whereas reliable s...