Search found 12 matches

by VorteX
Wed Nov 19, 2008 10:58 am
Forum: QuakeC Programming
Topic: Arc of Death
Replies: 3
Views: 1567

I have making such a weapon in my mod long time ago, that mod was never released and it seems i completely lost it when my hard drive was crashed. Main problem of Arc-Of-Death Quake implementation is that it will be a bit more complicated, because of pure 3D quake has, in other words, while moving t...
by VorteX
Fri Oct 31, 2008 6:01 am
Forum: General Programming
Topic: Shader help (Darkplaces)
Replies: 2
Views: 3080

Currently darkplaces do not allow more than 2 stages for shader, one of stages is lightmap. But there is a semi-hacky way to do layers, it works just fine. Use q3map_cloneShader <shadername> - this is compiler directive that lets q3map2 to place cloned surface infront of current with different shade...
by VorteX
Fri Oct 10, 2008 12:29 pm
Forum: QuakeC Programming
Topic: DP Post Processing Effects
Replies: 6
Views: 2743

GiffE wrote: I did see that its a very "cheap hack" way of making it work.I also don't trust the client very much by using cvars for that info. All you need is to make Client Side QC (or CSQC) update this cvars every frame (even if this will be static value) - then it can't be changed in c...
by VorteX
Fri Oct 10, 2008 9:47 am
Forum: QuakeC Programming
Topic: DP Post Processing Effects
Replies: 6
Views: 2743

DP's postprocess effects HAS dynamic parms - it's the r_glsl_postprocess_uservecX cvars, there is 4 vectors, totally holding 16 parms. This cvars can be set dynamically by CSQC, or stuffcmd'ed with SVQC. In Deluxe Quake i just set all r_glsl_postprocess_uservec every frame in CSQC To enable this par...
by VorteX
Fri Oct 03, 2008 8:28 am
Forum: QuakeC Programming
Topic: Dynamic registering of extensions
Replies: 5
Views: 1782

Spike wrotes: your strlwr implementation just returns the original string Yeah, though it's easy to write a working QC alternative for qc_strtolower or redirect it to FTE_STRINGS extension. /* ======================================== FTE_STRINGS override DP's strtolower/strtoupper by FTE alternative...
by VorteX
Fri Sep 26, 2008 12:21 pm
Forum: QuakeC Programming
Topic: Dynamic registering of extensions
Replies: 5
Views: 1782

QC variants of find all working, the defines easily can be removed, they are here because of duplicated code on all find* functions I do not say that this is a new idea, just useful method to get rid of extension-checking in code (one file keeps all checks) that has main logic and easy porting of mo...
by VorteX
Fri Sep 26, 2008 9:47 am
Forum: QuakeC Programming
Topic: Dynamic registering of extensions
Replies: 5
Views: 1782

Dynamic registering of extensions

QSG extension system is great, but using it adds some dirtyness to code - especially if using builins that adds new subsystems (like new find methods). This idea generally comes to solve situation with unsupported builtins called (yeah, somewhat when you forgot to check for certain extension...) Thi...
by VorteX
Tue Jun 10, 2008 8:34 am
Forum: Quake Events
Topic: What you would be working on for QExpo 2008
Replies: 95
Views: 90671

at least i will post beta of Quake platform game we developing
Image
maybe some Deluxe Quake stuff will out, but i'm not sure
by VorteX
Wed Jun 29, 2005 9:37 pm
Forum: Quake Events
Topic: QEXPO '05
Replies: 59
Views: 38560

+ Darkmaster netplay demo
by VorteX
Fri Apr 15, 2005 11:13 am
Forum: General Discussion
Topic: Revitalizing Quake
Replies: 31
Views: 10782

I agree with Urre. Quake is great game for creativity, but making really new and finished project with it is hard and there are only few people that can do it. Quake community is big enough but it consists by mostly standalone modder-groups.
by VorteX
Fri Feb 25, 2005 7:52 am
Forum: General Discussion
Topic: Sagdoll
Replies: 8
Views: 3521

looks awesome)
by VorteX
Sat Jan 15, 2005 11:07 pm
Forum: General Discussion
Topic: Speed Mods
Replies: 7
Views: 5280

turtlemod

http://razorwind.quakegate.net/files/sm00_vortex.exe (7-zip sfx)

An enforcers mod
all weapons turned into different sort of lasers
enforcer's ai was tweaked a bit, they can strafe, jump and have predictable aim.

skill 1 is recommended :)