Search found 336 matches

by Ghost_Fang
Tue Mar 08, 2016 10:54 pm
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3796

Re: Mysterious Black Pixels

drm_wayne wrote: you can also try to upload all 8bpp paltextures to the PSPGU with the built-in DXT compressor,
this will save alot of ram.
I could try to look into it, but im sure thats out of my league (currently). I knew enough basic C to get by and hardly anything about PSPGU
by Ghost_Fang
Mon Mar 07, 2016 3:43 pm
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3796

Re: Mysterious Black Pixels

Sorry for taking a long time. Been out of the quake scene for a while. Life took over. i have confirmed drm_wayne's answer as the real culprit. setting texture.palette[255] = texture.palette[255]; does in fact get rid of the black pixels. However, what would i have to do to determine if that index S...
by Ghost_Fang
Sun Aug 23, 2015 5:33 am
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3796

Re: Mysterious Black Pixels

(cannot find the edit button if there is one anymore)
So what would be my issue then? Have you seen anything like this?
by Ghost_Fang
Sun Aug 23, 2015 5:31 am
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3796

Re: Mysterious Black Pixels

I figured as much, it was just a speculation i had because I first noticed it on a light texture that I have. I scrubbed through the engine to try to find ANYTHING about pixel manipulation i cannot find any.
by Ghost_Fang
Sun Aug 23, 2015 3:50 am
Forum: Engine Programming
Topic: Mysterious Black Pixels
Replies: 14
Views: 3796

Mysterious Black Pixels

I'm not sure if this belongs here in Engine Programming or not. I think it does because the issue seems to be only apparent in my DQuake PSP engine. Other tools such as Crafty BSP viewer has no such anomalies. It appears to me that those might be "fullbright" colors not rendering right (to...
by Ghost_Fang
Sat Jan 04, 2014 12:00 am
Forum: QuakeC Programming
Topic: Splash sound for plat?
Replies: 4
Views: 1823

Re: Splash sound for plat?

isn't there a self.waterlevel that the QC uses? For the lighting gun as an example. Or is it only for players and/or non bsp entities?
by Ghost_Fang
Sun Dec 08, 2013 10:02 pm
Forum: Engine Programming
Topic: Suddenly, multiple definitions
Replies: 3
Views: 1522

Re: Suddenly, multiple definitions

I figured it out. I just needed to do a complete clean build
by Ghost_Fang
Sun Dec 08, 2013 7:51 pm
Forum: Engine Programming
Topic: Suddenly, multiple definitions
Replies: 3
Views: 1522

Suddenly, multiple definitions

Ive compiled this build before just fine. But i made some changes in video_hardware_surface and i got this error, i undid all my changes, and i still get it. I'm at a loss. Any ideas?

Image
by Ghost_Fang
Sat Jun 22, 2013 3:01 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6074970

Re: What are you working on?

Been learning a bit of C lately and having fun with it.
Added basic achievements to the PSP (L4Q).
It plays a sound, slides down, pauses for 3 seconds, and slides back up.
Image
Image
by Ghost_Fang
Wed Jun 12, 2013 11:50 pm
Forum: Engine Programming
Topic: Properly adding new QC floats to the engine
Replies: 7
Views: 2782

Re: Properly adding new QC floats to the engine

Those aren't in the "reliable stream" like the stats (the sbar stats get sent to a player with every net update --- In single player, I guess it makes no difference since it isn't possible to experience packet loss.). Also, that would be messy because particle effects are sent to everyone...
by Ghost_Fang
Wed Jun 12, 2013 2:43 am
Forum: Engine Programming
Topic: Properly adding new QC floats to the engine
Replies: 7
Views: 2782

Re: Properly adding new QC floats to the engine

Ah, that does seem like alot, But i think i might run out of things to reuse, in addition to the 2 i mentioned i probably have 20-30 more i want to add. What if I implement some sort of new protocol like quake uses for Temp entities like TE_GUNSHOT and TE_EXPLOSION? for example: QC: WriteByte (MSG_B...
by Ghost_Fang
Wed Jun 12, 2013 1:46 am
Forum: Engine Programming
Topic: Properly adding new QC floats to the engine
Replies: 7
Views: 2782

Properly adding new QC floats to the engine

So ive been digging around and i think i have a small idea on how. I just want to clarify. You have your basic self.health, self.weaponframe, etc in the QC and the engine recognizes them and you can use them with cl.stats[STAT_HEALTH]. What if I have my own floats such as self.clipammo, self.bagammo...
by Ghost_Fang
Tue May 28, 2013 2:44 am
Forum: QuakeC Programming
Topic: Objective gameplay problem..
Replies: 6
Views: 2678

Re: Objective gameplay problem..

Your func_episodewall is only checking to see if currentobjs is 6 upon spawning. Give it a think: void() CheckObjectives = { if (currentobjs = currentobjs == 6) remove(self); self.think = CheckObjectives; self.nextthink = time + 0.1; //Check once a frame }; void() func_episodewall = { setmodel (self...
by Ghost_Fang
Mon May 06, 2013 10:07 pm
Forum: QuakeC Programming
Topic: Questions About Half Life MDL
Replies: 1
Views: 1794

Questions About Half Life MDL

I have a few questions concerning half life mdl. -Do I need CSQC for the basic features? (individual hitboxes, basic animations, attachments) -How does the qc talk to do the engine/model. Would I have to recode most of the basics like t_damge etc. -How do I simply call/play an animation sequence? -I...
by Ghost_Fang
Thu Dec 13, 2012 6:10 am
Forum: QuakeC Programming
Topic: Correctly changing the angle of a monster?
Replies: 5
Views: 2823

Re: Correctly changing the angle of a monster?

And how would i do this?