Search found 50 matches

by Stroggos
Thu May 17, 2012 10:53 am
Forum: Engine Programming
Topic: MD5 and Zip Libraries
Replies: 11
Views: 2685

Re: MD5 and Zip Libraries

miniz is also Public Domain:
http://code.google.com/p/miniz/

On top of that if you're already using zlib all you need to do is place the source file in your project and you're set.
by Stroggos
Wed Feb 29, 2012 9:38 pm
Forum: General Discussion
Topic: Leaked screenshots from Doom 4
Replies: 37
Views: 7701

Re: Leaked screenshots from Doom 4

Take it down a notch sport. As mh said you can't have an entire opinion of a game based on screenshots. I'd have to say judging by the look of these levels they're some sort of alpha test, if they're even real, because it just doesn't have the same level of polish as the rest of id's games, say what...
by Stroggos
Mon Oct 10, 2011 4:30 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357741

Re: Doom 3 engine release and game code

JasonX wrote:We should send an email or something to Carmack or ID, asking for the source. RAGE is the biggest release in the year? Hell no, Doom 3 source is :DDDD
Calm down RAGE was only just released if we don't have a release by mid January that's when I'll start to freak out.
by Stroggos
Sun Sep 25, 2011 10:09 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357741

Re:

metlslime wrote:are there any licensees left? Seems with past engines they waited until the licensees had all shipped their titles...
There is Human Head Studios for the upcoming Prey 2 but it's probably so heavily modified it's unrecognisable.
by Stroggos
Thu May 12, 2011 10:43 pm
Forum: Engine Programming
Topic: Switchable Renderer Notes
Replies: 11
Views: 1996

This all looks very neat and I can't wait to see the results form this test. Good luck! :D
by Stroggos
Wed Apr 20, 2011 8:14 am
Forum: Programming Tutorials
Topic: Pyramid of biomass
Replies: 1
Views: 1765

Dude, just Google it.
by Stroggos
Sun Nov 28, 2010 9:53 pm
Forum: Engine Programming
Topic: Compiling Remake Quake
Replies: 4
Views: 1277

warning MSB8012: TargetName(RMQ Engine MSVC) does not match the Linker's OutputFile property value (RMQEngine). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.Outp...
by Stroggos
Sun Aug 15, 2010 10:04 am
Forum: General Programming
Topic: Quake(one) to C++
Replies: 35
Views: 11292

leileilol wrote:
Stroggos wrote:I want to include LZMA compression
You go do that. LZMA for games = BAD IDEA.
Just trying to include some features which some people may find handy. Since I wrote that post I have opted to use PhysFS by Icculus which does some really cool things.
by Stroggos
Sat Aug 14, 2010 10:31 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6072970

I am currently working on quite a few things and at least one is Quake related: Catacomb 3D Win32 port -- Utilising Wolf4SDL as a base. Doom 64 Ex SVN Builds -- Just for fun and because I like the game. A Quake Port -- with LZMA compression and OpenAL eax surround sound. This one is interesting beca...
by Stroggos
Sat Aug 14, 2010 7:47 am
Forum: General Programming
Topic: Quake(one) to C++
Replies: 35
Views: 11292

I will show you guys soon just got to clean and fix a few things first. Also I want to include LZMA compression, and Quake III unzip.c/.h, as well as OpenAL EAX surround sound.
by Stroggos
Thu Aug 12, 2010 8:12 am
Forum: General Programming
Topic: Quake(one) to C++
Replies: 35
Views: 11292

I'm doing something like this but with the original Q1 Sources. I started with he CVAR stuff and then worked my way up. It was interesting getting intimate with some Q1 code.
by Stroggos
Fri Feb 26, 2010 7:38 am
Forum: Engine Programming
Topic: No QuakeC Quake?
Replies: 34
Views: 8193

@Stroggos Clarity: Any project is a great one to expand one's own knowledge and should be encouraged. In my last post, I'm just saying you are going to find this to be far more complex and challenging than you think by at least a few orders of magnitude. I realize what a mammoth task it is but I lo...
by Stroggos
Wed Feb 24, 2010 9:32 pm
Forum: Engine Programming
Topic: No QuakeC Quake?
Replies: 34
Views: 8193

You're free to do what you want in your own engine, however... Without gutting out QC entirely and revamping the bulk of the engine, you'll just end up with compatibility layers. You would gain the ability to attach a debugger to your game code, yes. You would gain the ability to invoke native, 3rd...
by Stroggos
Tue Feb 23, 2010 11:00 pm
Forum: Engine Programming
Topic: No QuakeC Quake?
Replies: 34
Views: 8193

A lot of you seem to be asking why I'm dong this. The simple answer to this is to make Quakes game logic more modifiable. As mh said the limits in QuakeC are known and rather well documented but if I take the QuakeC game code and port it to the OOP language that is C++ the possibilities are pretty w...
by Stroggos
Tue Feb 23, 2010 9:29 am
Forum: Engine Programming
Topic: No QuakeC Quake?
Replies: 34
Views: 8193

No QuakeC Quake?

I was debating weather or not to create a quake engine in PURE C++. No ASM and NO QuakeC. Instead I will replace the QuakeC game code with regular C++. First the conversion from C to C++ then the game code.
What I wanted to ask is, has anyone done this before?