Search found 59 matches

by Ace12GA
Sun Apr 29, 2012 1:56 am
Forum: General Discussion
Topic: Ace12GA Quake 1; Alpha/Beta release
Replies: 13
Views: 8189

Re: Ace12GA Quake 1; Alpha/Beta release

I played until the end of e1m4 with this. Promising mod, here's some feedback. Some reload sounds aren't played No reload sounds are played. I am trying to figure out how to set them up still. I am using the dpm format for the models, and the playback of animations is called using framegroups. Opti...
by Ace12GA
Fri Apr 27, 2012 1:30 am
Forum: General Discussion
Topic: Ace12GA Quake 1; Alpha/Beta release
Replies: 13
Views: 8189

Re: Ace12GA Quake 1; Alpha/Beta release

Bleh a name... I suppose nondescript quake project is no good? I should have known better about the screen shots however. Thanks. Not that they show much, its more a game play thing than eye candy. I suppose the guns look cool.
by Ace12GA
Wed Apr 25, 2012 3:25 pm
Forum: General Discussion
Topic: Ace12GA Quake 1; Alpha/Beta release
Replies: 13
Views: 8189

Ace12GA Quake 1; Alpha/Beta release

I have not been active in modding in some time, years really. After seeing some of the indie games being built on Quake engine tech, it brought me back, and I ended up here. I have put a bunch of time resurrecting an old mod of mine, and here it is, in a state I feel is beta quality. Its not a serio...
by Ace12GA
Wed Apr 25, 2012 2:14 pm
Forum: General Programming
Topic: Cel shading
Replies: 19
Views: 7189

Re: Cel shading

Performed testing on the following system: AMD Phenom II X4 965 8GB DDR3 1600 Nvidia GTX460 1GB, driver 285.62 1680x1050 Panel Windows 7 x64 up to date as of this morning. I see the same thing, with r_shadow_deferred 1 set, the performance takes a roughly 50fps hit. I tested without vsync to really ...
by Ace12GA
Wed Apr 25, 2012 4:51 am
Forum: General Programming
Topic: Cel shading
Replies: 19
Views: 7189

Re: Cel shading

Athlon II X4 640 8GB Ram (DDR3 1600) AMD 6790 1GB 1920x1080 panel Running on Fedora 16 with Catalyst 12.2 I go from 60 fps (vsync) to 30 fps with the deferred shadow enabled in many areas. I will have to try it on my Windows box with an Nvidia GTX460, as it could be an AMD card in Linux issue. Here ...
by Ace12GA
Tue Apr 24, 2012 12:30 am
Forum: General Programming
Topic: Cel shading
Replies: 19
Views: 7189

Re: Cel shading

What version of DP does this work with?

EDIT: Never mind, downloaded the latest autobuild, and its there. Wow, does that deferred shadow stuff ever kill my frame rates.
by Ace12GA
Wed Apr 18, 2012 3:37 am
Forum: General Programming
Topic: Differences between Q1, Quake World and Net codebases (qc)
Replies: 31
Views: 8195

Re: Differences between Q1, Quake World and Net codebases (q

You are getting "offended" by people using the correct technical terminology, and insisting on being wrong after it has been explained clearly at least 3 times; all the while acting superior, and treating us as inferior. The fact that people are now making fun of you is not shocking..... ....
by Ace12GA
Mon Apr 16, 2012 7:14 pm
Forum: General Programming
Topic: Differences between Q1, Quake World and Net codebases (qc)
Replies: 31
Views: 8195

Re: Differences between Q1, Quake World and Net codebases (q

You are not understanding what these people are telling you. Quake itself is not dumb. The concept, the game, etc... The architecture employed by Quake's multiplayer is a dumb-client style, where by the quake client is only responsible for displaying the game, and not the logic or physics; that is t...
by Ace12GA
Mon Apr 09, 2012 7:49 pm
Forum: Mapping
Topic: Qoole99
Replies: 13
Views: 4339

Re: Qoole99

I remember the precision bug. It was terrible. Any map over time would corrupt itself through saves. It was like saving the same jpeg over and over with high compression... It got bad.
by Ace12GA
Mon Apr 09, 2012 6:15 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6144843

Re: What are you working on?

An old school trick to the light cones was to simply use a cone model with a transparent/translucent texture and no collision, placed at the light source. Its not the same as engine rendered, but it worked back in the day.
by Ace12GA
Tue Mar 27, 2012 12:35 am
Forum: Modeling
Topic: smoothing groups, gouraud and mesh-splitting
Replies: 15
Views: 7116

Re: smoothing groups, gouraud and mesh-splitting

I have been creating content for games for a very long time now (15+ years), and I can say without any doubt that splitting a mesh up to fake smoothing groups is a bad work around for engines that perform full mesh phong or gouraud shading all the time. Quake and quake 2 perform full per face flat s...
by Ace12GA
Fri Mar 16, 2012 9:57 pm
Forum: General Discussion
Topic: Issues with my graphic card...
Replies: 13
Views: 5024

Re: Issues with my graphic card...

While reading all this about old hardware I found this thread on HardOCP where people is ressurecting really old hardware exactly to run old DOS games. You guys may find useful to check it and maybe drop a help request to grab old drivers installers and maybe even a spare 3Dfx card for a treat... I...
by Ace12GA
Tue Mar 13, 2012 12:44 pm
Forum: QuakeC Programming
Topic: monster_spawn function?
Replies: 25
Views: 8761

Re: monster_spawn function?

I used random just to create a certain degree of randomness to how many of each monster is spawned. It was purely an example. Yes, qc can use while loops. The id code does it, I do it, and it works quite nicely. It would be insanely hard to do a lot of things without a looping structure or two.
by Ace12GA
Mon Mar 12, 2012 7:10 pm
Forum: QuakeC Programming
Topic: monster_spawn function?
Replies: 25
Views: 8761

Re: monster_spawn function?

The trick is to spawn the monster you want. local entity new, tmp; new = spawn(); new.classname = "monster_army"; new.angles = self.angles; setorigin(new, neworigin); tmp = self; self = new; monster_army_spawn(); new = self; self = tmp; spawncount = spawncount + 1; So in this code which is...