I found a copy of DirectQII 2012-11-29 including source:
http://hendricks266.duke4.net/stuff/Dir ... -11-29.zip
(MH: hope you don't mind me linking this )
Search found 92 matches
- Sun Oct 14, 2018 11:22 pm
- Forum: Engine Programming
- Topic: DirectQ II
- Replies: 19
- Views: 25315
- Wed Apr 18, 2018 6:37 am
- Forum: Engine Programming
- Topic: FP precision crushing the player on buttons
- Replies: 1
- Views: 6721
FP precision crushing the player on buttons
We had a report that, on 64-bit builds of Quakespasm, players were getting crushed when pressing angled buttons in some custom maps/mods: * - Travail's qte1m2.bsp: noclip to 2788 732 -584, and press the button. The player will get crushed and killed on affected engines. - sm179_otp.bsp: pressing the...
- Wed Oct 04, 2017 9:48 pm
- Forum: Engine Programming
- Topic: Software Edge Clipping With GL?
- Replies: 43
- Views: 49362
Re: Software Edge Clipping With GL?
Yeah - I mean the .ent's aren't the worst, but if this "emulate SGIX_reference_plane with GLSL" idea actually works, it seems like it would be better, and wouldn't have the issues of adding cracks around secret doors that gl_ztrick does. If it works, what I was thinking was: - new "gl...
- Wed Oct 04, 2017 7:44 pm
- Forum: Engine Programming
- Topic: Software Edge Clipping With GL?
- Replies: 43
- Views: 49362
Re: Software Edge Clipping With GL?
I was thinking about this again... QuakeSpasm's solution of including hacked .ent files for id1 maps is not the greatest. First train of thought was, -add the face plane (float3 normal, float dist) for each vertex to the VBO for BSP models. -maybe render the world into a float4 FBO color buffer, wri...
- Wed Oct 04, 2017 6:44 pm
- Forum: Engine Programming
- Topic: UWP/DirectX Quake ports?
- Replies: 8
- Views: 7820
Re: UWP/DirectX Quake ports?
SDL2 has a winRT backend. It seems to have some stuff in place for providing OpenGL ES via ANGLE:
https://hg.libsdl.org/SDL/file/3a23ca10 ... tvideo.cpp
Never tried any of it, but engines that support SDL2 and GLES already (DP and FTE?) might run on winRT with little effort?
https://hg.libsdl.org/SDL/file/3a23ca10 ... tvideo.cpp
Never tried any of it, but engines that support SDL2 and GLES already (DP and FTE?) might run on winRT with little effort?
- Wed Aug 23, 2017 9:15 pm
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 27741
Re: Compatibility Benchmark Mods
Crossposting this from func_msgboard: SV_TouchLinks abuse test case: http://quaketastic.com/files/misc/touchlinks-test.zip "The player spawns over 4 nailguns. The nailgun touch function calls setorigin() to move all 4 nailguns to the other side of the map (into another areanode). The map freeze...
- Wed Aug 23, 2017 9:10 pm
- Forum: Modeling
- Topic: Questions on Quake 1 MDL
- Replies: 5
- Views: 5401
Re: Questions on Quake 1 MDL
Preach also has some tools:
https://tomeofpreach.wordpress.com/md3tomdl/
https://tomeofpreach.wordpress.com/qmdl/ -- python module for working with mdl
https://tomeofpreach.wordpress.com/md3tomdl/
https://tomeofpreach.wordpress.com/qmdl/ -- python module for working with mdl
- Fri Jul 28, 2017 7:46 pm
- Forum: Engine Programming
- Topic: weird (numleafs+31)>>3 in SV_FatPVS
- Replies: 2
- Views: 6272
Re: weird (numleafs+31)>>3 in SV_FatPVS
Yeah, I think it must have been an attempt to round up to the nearest multiple of 4, but even then it doesn't work as written:
>>> x = 12
>>> (x + 31) / 8
5
>>> x = 12
>>> (x + 31) / 8
5
- Wed Jul 26, 2017 3:58 am
- Forum: Engine Programming
- Topic: weird (numleafs+31)>>3 in SV_FatPVS
- Replies: 2
- Views: 6272
weird (numleafs+31)>>3 in SV_FatPVS
This is a bug/typo, right? fatbytes = (sv.worldmodel->numleafs+31)>>3; https://github.com/id-Software/Quake/blob/master/WinQuake/sv_main.c#L412 That gives the number of bytes for the bitvector, plus 3 bytes padding, which seems useless. It should just be (numleafs+7)>>3 like all of the other PVS buf...
- Wed Jul 19, 2017 2:19 am
- Forum: Engine Programming
- Topic: Alloc Block error
- Replies: 8
- Views: 11255
Re: Alloc Block error
QS's current limit is equal to a 4096x2048 texture and can handle most maps (even e1-4.bsp) so you wouldn't even need to go as high as 16k x 16k. Some time I want to check out the performance difference of 1 lightmap texture over many. IIRC there is a tutorial on here about updating less than the fu...
- Thu Jul 13, 2017 11:30 pm
- Forum: Engine Programming
- Topic: Alloc Block error
- Replies: 8
- Views: 11255
Re: Alloc Block error
With the error commented out, I think all the faces from that point onward will just have wrong lightmaps. Might only affect a corner of the map. Dynamic or increases limit - not sure how much more work it is to make it dynamic, probably not too bad? In quakespasm I was lazy and just raised the limi...
- Sun Jul 09, 2017 7:44 pm
- Forum: Mapping
- Topic: large maps help
- Replies: 23
- Views: 35445
Re: large maps help
@toneddu2000 "brushDef" is the "brush primitives" map format.
afaik my compiler is the only Q1 qbsp with brush primitives support, and it should be OK with +-65k unit maps.
https://github.com/ericwa/tyrutils-ericw/releases
afaik my compiler is the only Q1 qbsp with brush primitives support, and it should be OK with +-65k unit maps.
https://github.com/ericwa/tyrutils-ericw/releases
- Mon Jun 12, 2017 6:56 pm
- Forum: Engine Programming
- Topic: Calling Conventions/Stack
- Replies: 14
- Views: 12086
Re: Calling Conventions/Stack
Have you checked out libffi Baker? This lets you call compiled code at runtime given the function name as a string. https://en.wikipedia.org/wiki/Libffi That said, IMHO reflection should be considered harmful(TM) in most cases, usually there is a statically typed way to get the same result. If you w...
- Fri Jun 09, 2017 5:38 pm
- Forum: Engine Programming
- Topic: QBSP-VIS-RAD compiling process detailed documentation?
- Replies: 5
- Views: 6054
Re: QBSP-VIS-RAD compiling process detailed documentation?
I'm not sure if it would cause results like that, but LightThread takes a pointer argument (it's unused), so call it like this: LightThread(NULL); I've got a fork of tyrutils, but it's straying quite far from the original utils so it may not be useful to study (and I've made a bit of a mess admitted...
- Sat Feb 25, 2017 3:06 am
- Forum: Mapping
- Topic: large maps help
- Replies: 23
- Views: 35445
Re: large maps help
The qbsp in tyrutils-ericw should be ok up to at least +-32k units: https://github.com/ericwa/tyrutils-ericw/releases I can easily raise the limit further, as it's pretty much just one constant in qbsp (BOGUS_RANGE, I currently have it at 65536) As spike said, hmap2 should also be good for large map...