Search found 316 matches
- Mon Oct 19, 2015 9:46 pm
- Forum: Engine Programming
- Topic: Changes to protocol 666
- Replies: 7
- Views: 2503
Re: Changes to protocol 666
Fitzquake servers never sends the interval if it is the default value of 0.1. So the most common case doesn't have a problem. For all other intervals, the maximum error is 0.001953125 seconds. Is this ever noticeable to a player? If it is noticeable, then you should choose a new protocol number. Oth...
- Tue Sep 08, 2015 9:48 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130187
Re: What are you working on?
Login informations are lost too often. In inside3d I was always logged on (at least for a whole week) but now, login informations don't last even an hour (every new tab I've to re-login to post) I have noticed this also, I now realize the difference is the login isn't stored in a cookie as most web...
- Fri Feb 20, 2015 10:56 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8623
Re: dual monitor gamma issues
i'm a total noob in shaders, but is all this necessary? I would think you can just draw a textureless quad over the whole screen, with a fragment shader that takes the destination color, modifies it with the gamma function, and then writes it to the output.
- Wed Jan 07, 2015 2:34 am
- Forum: Engine Programming
- Topic: Fully Automatic Transparent Water
- Replies: 13
- Views: 3841
Re: Fully Automatic Transparent Water
explanation of "nearwaterportal" This part is from glquake: if camera is close to a waterplane, something called "FatPVS" is used to combine the PVS from a cube of 8 sample points. This is to compensate for the water plane being clipped by the near clipping plane in openGL (resul...
- Tue Sep 30, 2014 6:26 pm
- Forum: General Discussion
- Topic: R U B I C O N R U M B L E P A C K
- Replies: 23
- Views: 12270
Re: R U B I C O N R U M B L E P A C K
glad to see this bug finally vanquished.
- Thu Aug 01, 2013 2:29 am
- Forum: Artificial Intelligence
- Topic: Sleeping enemies
- Replies: 4
- Views: 6611
Re: Sleeping enemies
rubicon2 has code for a "sleeping" monster_floyd. I added a new spawnflag and it modifies the AI so they don't wake up you unless directly damaged or triggered by scripting (e.g. grabbing an item.) I also have a different animation loop and skin frame (so the normally glowing visor is dark)
- Thu Jan 31, 2013 10:24 pm
- Forum: Engine Programming
- Topic: client viewangles at spawn
- Replies: 9
- Views: 4548
Re: client viewangles at spawn
this bug has annoyed me forever. Glad it's finally been tracked down!
- Wed Jan 23, 2013 1:43 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 65629
Re: Quake MOD - In The Shadows
Does FitzQuake have a "no animation interpolation" flag? I don't have the code handy ATM. I recall FQ is coded not to interpolate automatic animations like torches. The particles are based on Engoo, with some horizontal velocity added to stick to walls. There is a cvar which is just a lis...
- Thu Dec 20, 2012 9:40 pm
- Forum: Engine Programming
- Topic: Protocol FitzQuake
- Replies: 19
- Views: 7240
Re: Protocol FitzQuake
This is documented on quakedev.com's wiki, which of course is dead now. I should post the documentation on my own site i guess, that wiki was pretty much doomed from the start.
- Wed Sep 05, 2012 6:26 am
- Forum: Engine Programming
- Topic: Intermap travel thought ...
- Replies: 6
- Views: 2160
Re: Intermap travel thought ...
metlslime: neither - nor ~ should break stuffcmd. However, neither one would do the job. First, there's quoting: nq-x11 +map '"-mapname"'. Then, there's the fact ~ doen't toggle the console for me (I have a Japanese keyboard and I taught QF to use hankaku/zenkaku (same place as ~ on US ke...
- Sat Aug 25, 2012 8:07 pm
- Forum: Engine Programming
- Topic: Intermap travel thought ...
- Replies: 6
- Views: 2160
Re: Intermap travel thought ...
[p.s. one fun thing about writing pak source code, you could change it a bit like so the header doesn't have, say, "PACK". And then for most mortals, they'd never be able to figure out a way to --- say --- see what maps are available if you chose to use it in that way. Why would you care?...
- Fri Aug 24, 2012 12:37 am
- Forum: Mapping
- Topic: Mergefaces
- Replies: 3
- Views: 2545
Re: Mergefaces
it won't merge them if they differ somehow -- for example different textures, or different texture alignment. For your floor, perhaps you can make two identical textures and alternate them like a checkerboard. Since no two adjacent tiles share the same texture, they won't be merged. I won't ask why ...
- Mon Aug 20, 2012 7:22 pm
- Forum: Mapping
- Topic: equakeutils
- Replies: 14
- Views: 5171
Re: equakeutils
I'm curious how "detail" is supported in a meaningful way in Q1 BSP
- Fri Jul 20, 2012 5:31 pm
- Forum: Engine Programming
- Topic: Windows Superfast Screenshots (GL)
- Replies: 6
- Views: 1896
Re: Windows Superfast Screenshots (GL)
I think the slowest part of taking a screenshot is actually finding an available filename; once you have 50-100 existing screenshots the directory scan really bogs down. I'm sure there's an obvious better way but never got around to fixing it.
- Tue Jul 17, 2012 2:30 am
- Forum: Engine Programming
- Topic: Sending map data from server to client?
- Replies: 16
- Views: 4527
Re: Sending map data from server to client?
Even local clients choke over wifi (at least on my particular network) so I commented out that exception in Fitzquake. Any multiplayer gets 1400 //johnfitz -- if client is nonlocal, use smaller max size so packets aren't fragmented //if (Q_strcmp (client->netconnection->address, "LOCAL") ...