Search found 311 matches

by Teiman
Sat Mar 20, 2010 10:12 am
Forum: General Discussion
Topic: Darkplaces Wiki/Documentation Project
Replies: 11
Views: 2448

Neato :-)
by Teiman
Fri Mar 19, 2010 7:56 pm
Forum: Programming Tutorials
Topic: Basic Half-Life Map Support For Stock GLQuake
Replies: 86
Views: 39620

I have to thank Baker so much, for all this stuff he did (This is the only Source on the web for implenting HL BSP Support) and wanna ask about fixing this sucked up lightning, in Lord Havoc's DarkPlaces Engine everyhing is ok. Im no programmin newbie, but in this Section i need abit help... I have...
by Teiman
Fri Mar 19, 2010 8:59 am
Forum: Gameplay & Design
Topic: Game- ready model shops
Replies: 2
Views: 6435

humm.. interesting. :-)
by Teiman
Fri Mar 19, 2010 8:57 am
Forum: Engine Programming
Topic: Built-in Reverb for Quake?
Replies: 17
Views: 4635

Thanks guys, for your brilliant suggestions. I was originally envisioning adding some DSP functions to the server software, and I'm so newb, I forgot that the *client* makes the sounds :oops: , and all the server does is tell the client which .wav's to play ( and when). Any DSP would have to be run...
by Teiman
Thu Mar 18, 2010 2:18 pm
Forum: Engine Programming
Topic: Built-in Reverb for Quake?
Replies: 17
Views: 4635

Right Tei, my idea would work for new maps only. But then again, OneManClan needs this for HIS mod, and he will create new maps. He is not trying to implement these changes into old mods. And the work to have compatibility for ALL mods (some of them pretty hacky) is not justified. Then either a CLI...
by Teiman
Thu Mar 18, 2010 1:04 pm
Forum: Engine Programming
Topic: Built-in Reverb for Quake?
Replies: 17
Views: 4635

All ideas are good. Doing it "programatically" make it work on old maps, while if you need to add entities or new clip solids, will only work on new maps. Right Tei, my idea would work for new maps only. But then again, OneManClan needs this for HIS mod, and he will create new maps. He is...
by Teiman
Thu Mar 18, 2010 1:01 pm
Forum: Engine Programming
Topic: Possibly for QSB - Identifying mod dependencies
Replies: 22
Views: 5372

Better yet, rather than inventing yet another new format and having to write yet another new parser for it ( :roll: ), something that can be parsed by COM_Parse. :D "key" "value" Only if you want, since there are Windows API that already does this work for you, right ;) ? The OS...
by Teiman
Thu Mar 18, 2010 9:52 am
Forum: Engine Programming
Topic: Built-in Reverb for Quake?
Replies: 17
Views: 4635

All ideas are good.

Doing it "programatically" make it work on old maps, while if you need to add entities or new clip solids, will only work on new maps.
by Teiman
Thu Mar 18, 2010 9:46 am
Forum: Engine Programming
Topic: Possibly for QSB - Identifying mod dependencies
Replies: 22
Views: 5372

I think the existence of a float variable in progs.dat can be enough. float REQUIRED_HYPNOTIC = 1; ... but compilers may "optimize" this constant removing it, so I dunno . The rationale of having a contant in the progs.dat is that new engines can detect the contant and warn the user "...
by Teiman
Wed Mar 17, 2010 5:28 pm
Forum: Engine Programming
Topic: Built-in Reverb for Quake?
Replies: 17
Views: 4635

Yea.. the other problem is how to detect "Big Room". Most people would do it with tracelines. Launch 8 tracelines (N, NW, W,SW,S,SE,E,NE), and somehow calculate the "area" this tracelines explore. Based on this area, activate or not the use of reverberation. Or doing a traceline ...
by Teiman
Wed Mar 17, 2010 3:40 pm
Forum: Engine Programming
Topic: Built-in Reverb for Quake?
Replies: 17
Views: 4635

look in to eax extensions. its an extra com class which can be queried from your directsound object, and then configured to set the enrionment/room properties. Sorry bout the newbie questions, but what's a 'com class'? [EDIT, it's cool, Im googling] Why has no-one done it yet? Would the solution in...
by Teiman
Wed Mar 17, 2010 3:36 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6127001

fog is "poor man" blur..
by Teiman
Tue Mar 16, 2010 11:43 pm
Forum: QuakeC Programming
Topic: code for different engines?
Replies: 7
Views: 1303

theres always teh checkextensions stuff

http://ezquake.sourceforge.net/docs/?qc
by Teiman
Tue Mar 16, 2010 7:27 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6127001

I think you sould raise the view of the player a bit ( view_ofs ?). The Stepsize of Quake is very big, and looks weird and unnatural on a realilstic setting.

Anyway on a map like this sound will be everything.
by Teiman
Mon Mar 15, 2010 7:12 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6127001

If you are aiming for realism, IMHO you sould use a model for the light poles.