Search found 34 matches
- Sun Dec 31, 2023 11:10 am
- Forum: General Programming
- Topic: Archiving public repositories
- Replies: 14
- Views: 42542
Re: Archiving public repositories
I'll be on the lookout
- Sat Nov 25, 2023 7:56 pm
- Forum: Project Showcase
- Topic: [FTEQW] Nuclide
- Replies: 2
- Views: 9500
Re: [FTEQW] Nuclide
It's been a few busy days traveling and spending time with (new!) family here in the US, so I didn't get to post this sooner, but a new FreeHL release was published a few days ago: https://www.frag-net.com/projects.html https://www.frag-net.com/siteimg/projects/shot0.gif https://www.frag-net.com/sit...
- Sat Nov 25, 2023 7:50 pm
- Forum: Project Showcase
- Topic: [FTEQW] Outerscope
- Replies: 0
- Views: 26426
[FTEQW] Outerscope
This was published today by heartologic/rotorvator. https://icculus.org/~marco/img/oscope1.jpg https://icculus.org/~marco/img/oscope2.jpg https://icculus.org/~marco/img/oscope3.jpg I advised a little bit on this project, and so I wanted to give it some more visibility here: https://github.com/rotorv...
- Fri Sep 22, 2023 7:51 pm
- Forum: General Discussion
- Topic: QC base code to Start a MP mod
- Replies: 1
- Views: 3961
- Mon Aug 21, 2023 4:50 pm
- Forum: Project Showcase
- Topic: [FTEQW] Nuclide
- Replies: 2
- Views: 9500
Re: Nuclide
The past week I've mainly been working on abstractions to make the 'menu' codebase leaner that developers have to implement. https://www.vera-visions.com/sshot/marco/08-21-2023-09-54.jpg A game like FreeHL ships with a 'Custom game' menu that lists not just locally installed mods - but also mods ins...
- Mon Aug 21, 2023 4:39 pm
- Forum: Project Showcase
- Topic: [FTEQW] Nuclide
- Replies: 2
- Views: 9500
[FTEQW] Nuclide
I figure I may post about my project Nuclide here. It's history is long and convoluted but the gist is this: I started working on my game The Wastes in April 2015, it released in April 2018. I started FreeCS (then known as OpenCS) in November 2016, while working on TW I started to share bits of code...
- Thu Aug 10, 2023 10:07 pm
- Forum: General Discussion
- Topic: Tech rundown on the enhanced Quake II
- Replies: 0
- Views: 26729
Tech rundown on the enhanced Quake II
https://bethesda.net/en/article/6NIyBxa ... g-quake-ii
Figured it'd make sense to post this here. This is the go-to reference for most of the changes engine developers will have to expect when attempting to support the new re-release version of Quake II.
Figured it'd make sense to post this here. This is the go-to reference for most of the changes engine developers will have to expect when attempting to support the new re-release version of Quake II.
- Tue Dec 27, 2022 9:49 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126446
Re: What are you working on?
A month ago I started work on a Nuclide-lite, that works in standard Quake (including DOS Quake). It's still in the boilerplate phase, but that's what I've been working on besides the usual stuff. It will be very class heavy and hopefully point out any issues we have with fteqcc and supporting the o...
- Tue Oct 04, 2022 5:11 pm
- Forum: QuakeC Programming
- Topic: New Cleaned Up QuakeC Code (id1)
- Replies: 2
- Views: 9341
Re: New Cleaned Up QuakeC Code (id1)
This is really well put together and makes excellent use of branches.
*stickies it*
Edit: turns out I can't!
*stickies it*
Edit: turns out I can't!
- Thu May 12, 2022 10:21 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 18189
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Cool! Can't wait to see what's next
- Thu May 12, 2022 6:36 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 18189
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
For cvars in GLSL shaders, you can add something like:
At the top of the shader (after your samplers)
and then inside your functions:
Code: Select all
!!cvardf r_skipFoobar
and then inside your functions:
Code: Select all
#if r_skipFoobar == 0
// inactive
#else
// active
#endif
- Thu May 05, 2022 4:47 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 18189
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Spike would probably know exactly where to start in regards to SSAO!
- Tue May 03, 2022 5:56 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 18189
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Wow! Awesome release.
I have nothing to add, besides perhaps suggesting that the install process is as simple as renaming the .zip from your Releases page on GitHub to a .pk3 extension and you can plop them whole thing into id1/ as-is! That's all. Cool work!
I have nothing to add, besides perhaps suggesting that the install process is as simple as renaming the .zip from your Releases page on GitHub to a .pk3 extension and you can plop them whole thing into id1/ as-is! That's all. Cool work!
- Thu Apr 21, 2022 4:22 pm
- Forum: General Discussion
- Topic: FTEQW on Matrix
- Replies: 0
- Views: 28407
FTEQW on Matrix
If you're a user of FTEQW and use Matrix, then I welcome you all to join our space. https://matrix.to/#/#fte:matrix.org We currently have 4 rooms - a project showcase for whatever you're working on, a room for reporting issues or asking for help , as well as separate discussion channels for FTEQW an...
- Thu Feb 24, 2022 1:57 am
- Forum: News & Announcements
- Topic: Ironwail, a high-performance QuakeSpasm fork
- Replies: 1
- Views: 3589
Re: Ironwail, a high-performance QuakeSpasm fork
That's awesome :lol: It'd be interesting to bench this against OneDraw (which was Spike's pet project for rendering Quake in one pass, it's however just a single client implementation). It might be fun to bench most modern engines against each-other again, we've got plenty of great test cases for th...