Search found 37 matches

by ArchAngel
Sun Jul 24, 2011 11:32 pm
Forum: QuakeC Programming
Topic: static camera activable by impulse
Replies: 9
Views: 2014

I don't know where you'd find it these days but one of the very early QuakeC mods was a rocket camera (i.e. you fired a rocket and could then pilot it around the level). It did most of what you want but wasn't all that complex. Might be an idea to look for that
by ArchAngel
Wed Jul 06, 2011 1:40 pm
Forum: QuakeC Programming
Topic: What about sources of Steel Storm for compilation progs.dat?
Replies: 3
Views: 1930

Entirely off topic I know, but is the collective name for QuakeC files a nonse now... :D
by ArchAngel
Tue Jun 28, 2011 7:42 am
Forum: Programming Tutorials
Topic: pyramid design
Replies: 8
Views: 4089

Oh... I was hoping to enlarge my breasts and/or penis whilst browsing online catalogues of generic drugs at knock down prices... If only that's what you were after rather than these pyramids...
by ArchAngel
Sun Jun 26, 2011 11:47 pm
Forum: General Discussion
Topic: What version of OpenGL does your GFX card support?
Replies: 12
Views: 2791

3.3 and I say go for it; out with the old and all that. That's kinda what I'm thinking I just don't know how far I want to go. I've gotta admit I'm not sold on full on 3 and above, the lack of an inbuilt matrix stack seems a bit much... surely this means pushing Matrix processing on to the CPU? I t...
by ArchAngel
Sun Jun 26, 2011 7:06 pm
Forum: Engine Programming
Topic: Quake 2 Double Jump
Replies: 2
Views: 1262

Fixed it :) if (pm->groundentity == NULL) { if(pm->s.pm_flags & PMF_DOUBLE_JUMP) //EGL Double Jump { pm->s.pm_flags |= PMF_JUMP_HELD; pm->s.pm_flags &= ~PMF_DOUBLE_JUMP; if(pml.velocity[2] > 0) //Still rising? { if(pml.velocity[2] < 270) pml.velocity[2] = 270; } } return; // in air, so no ef...
by ArchAngel
Sun Jun 26, 2011 4:03 pm
Forum: Engine Programming
Topic: Quake 2 Double Jump
Replies: 2
Views: 1262

Quake 2 Double Jump

Ok I'm trying to code a double jump function in Quake 2 similar to what we see in Unreal Tournament (not just the physics exploit), however what I've got doesn't seem to work at all. In pmove.c: in pml_t - Add - qboolean doublejump; //EGL Double Jump support In PM_CheckJump Change if (pm->groundenti...
by ArchAngel
Sat Jun 25, 2011 9:00 pm
Forum: General Discussion
Topic: What version of OpenGL does your GFX card support?
Replies: 12
Views: 2791

What version of OpenGL does your GFX card support?

Quick question for people here... I'm playing with some engine development but I want to start using some of the cool new toys, but I'm not sure what people have as a standard gfx card these days.

So what have you got. Any comments feel free to make them below.
by ArchAngel
Tue Jun 21, 2011 9:27 pm
Forum: QuakeC Programming
Topic: Vertex Arrays in Quake 2
Replies: 3
Views: 1268

Thanks Spike, didn't realize the Array was per client TMU, I've not played with any multi-texturing in Arrays before. I now need to figure out a way of moving the scrolling textures over to vertex arrays... not quite sure how to go about that. Mods: Just spotted that I've posted this in the QuakeC f...
by ArchAngel
Tue Jun 21, 2011 6:11 pm
Forum: QuakeC Programming
Topic: Vertex Arrays in Quake 2
Replies: 3
Views: 1268

Vertex Arrays in Quake 2

Ok, what's wrong here. I'm trying to replace some of the direct drawing code to use vertex arrays in Quake2. Here's the original code: v = p->verts[0]; qglBegin (GL_POLYGON); for (i=0 ; i< nv; i++, v+= VERTEXSIZE) { qglMultiTexCoord2f( GL_TEXTURE0, v[3], v[4]); qglMultiTexCoord2f( GL_TEXTURE1, v[5],...
by ArchAngel
Mon Jun 20, 2011 9:46 pm
Forum: Engine Programming
Topic: Quake engine differences?
Replies: 21
Views: 5013

A question occurs to me... most texture formats use referential compression, so how do you read part of a mega texture? Does that mean you can't have any kind of compression on the image?
by ArchAngel
Mon Jun 20, 2011 12:08 pm
Forum: Artificial Intelligence
Topic: Rebuilding Singleplayer AI
Replies: 11
Views: 8348

Isn't there a problem with using MOVETYPE_WALK on non clients? I seem to remember it causing issues. The one problem I've seen with improved Quake AI is that monsters quite frequently get activated by nearby events and you end up with a swarm of monsters attacking you off the slipgate pad and then f...
by ArchAngel
Fri Jun 17, 2011 4:41 pm
Forum: Engine Programming
Topic: Quake engine differences?
Replies: 21
Views: 5013

As I understand it a texture atlas is uploaded to the card as a single texture and then used to texture a mesh by selecting subsections of the texture in memory. Megatexture streams the texture directly from the disk in to memory in manageable chunks. This way you can have a single texture at 1GB in...
by ArchAngel
Thu Jun 16, 2011 3:32 pm
Forum: Engine Programming
Topic: Quake engine differences?
Replies: 21
Views: 5013

MD4 was in Quake 3 but it wasn't finished. It was polished off by the team behind Heavy Metal FAKK and then relicensed to a bunch of other companies. I think American McGees Alice used that engine as did a few others. Someone did complete the MD4 implementation as used in Quake 3 the details for it ...
by ArchAngel
Mon Jun 13, 2011 9:10 pm
Forum: Engine Programming
Topic: Master Server etiquette
Replies: 1
Views: 792

Master Server etiquette

OK so I've got my master server up and working (after way too long trying to understand UDP sockets in C#). But I've got a bit of a dilemma, it should be reasonably trivial to allow my master to aggregate server information from other masters and add it to my own server list. This would be great for...
by ArchAngel
Mon Jun 13, 2011 1:07 am
Forum: Modeling
Topic: Wingskull Flying monster
Replies: 16
Views: 13050

Aww go on agree a CC license on it and we can have a late Quake Community mascot :)

lol, seriously, nice model guys :)