Search found 2787 matches

by leileilol
Mon Aug 04, 2014 12:03 pm
Forum: General Discussion
Topic: CG Hubs campaign (need help)
Replies: 8
Views: 3981

Re: CG Hubs campaign (need help)

I wouldn't be calling it "cghubs", and Polycount's more than a forum.
by leileilol
Fri Aug 01, 2014 10:59 pm
Forum: Engine Programming
Topic: How do QuakeC mod change the cheat codes?
Replies: 2
Views: 1550

Re: How do QuakeC mod change the cheat codes?

because GOD and NOTARGET are bitflags that can be checked, and they alias out an impulse to change them instead in an 'authorized' way.


The more impressive thing is Prydon's save-scumming protection
by leileilol
Fri Aug 01, 2014 10:29 pm
Forum: QuakeC Programming
Topic: Frikbot waypoint editor
Replies: 5
Views: 2897

Re: Frikbot waypoint editor

Have you tried doing it with the progs106.zip source?


The instructions in frikbot.qc are nicely written and understandable. You can do it!
by leileilol
Fri Aug 01, 2014 10:21 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6128106

Re: What are you working on?

Still fun and nice to see the old ik textures get lasting. and I still love the look of the old qtest water texture :D
by leileilol
Fri Aug 01, 2014 5:56 am
Forum: Programming Tutorials
Topic: Compatibility Benchmark Mods
Replies: 45
Views: 27790

Re: Compatibility Benchmark Mods

Nehahra is also an acid test for supporting incompetently implemented vile hacks that no one elses uses BUT IT'S A LONG FILM STORY so you have to Quake Rally can also be a role of a regression test since it does some dark magic with movetypes and setorigin to cause car physics to happen. In XMEN, th...
by leileilol
Wed Jul 30, 2014 9:08 pm
Forum: Engine Programming
Topic: Putting gamedir into save game files?
Replies: 8
Views: 2214

Re: Putting gamedir into save game files?

if i did this in my uneccessarily anal way i'd just stick the progs.dat crc appended to the save file name and get the engine to load that automatically appended. but if I do that, someone will bitch on the debian mailing list that it's not secure enough and should be a progs.dat sha-1 hash save fil...
by leileilol
Wed Jul 30, 2014 8:44 pm
Forum: General Discussion
Topic: Lets get ? bloody
Replies: 9
Views: 3079

Re: Lets get ? bloody

the 'abandonware' eternal september chain is to thank for the unauthorized blood ports treating the game as public domain under the guise that it can't be bought and needs a "#1 blood master", assuming no one has known about the game prior to being added to some warez sites in the mid 00's...
by leileilol
Wed Jul 30, 2014 12:20 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6128106

Re: What are you working on?

While I couldn't get the NTSC signal encode+decode working, I at least have the colorspace conversion bleed working.

Image


The red numbers are the most obvious place to look
by leileilol
Tue Jul 29, 2014 5:41 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6128106

Re: What are you working on?

Image
by leileilol
Tue Jul 29, 2014 4:02 pm
Forum: Engine Programming
Topic: Colored lighting faithful to the original colormap?
Replies: 11
Views: 2607

Re: Colored lighting faithful to the original colormap?

Probably could recreate it in GLQuake by linearly resampling the lightmap upward x 16, nearest filtering AND palettizing it to the Quake palette :P
by leileilol
Tue Jul 29, 2014 12:20 am
Forum: Engine Programming
Topic: Colored lighting faithful to the original colormap?
Replies: 11
Views: 2607

Re: Colored lighting faithful to the original colormap?

This is why I chose to use a big 18-bit translation table (generated using the same BestColor function that made the colormap). Remember that 8-bit color (in VGA) only has 18-bit color precision, anything more than that is a waste. You'd probably have to do something about BuildLightmapRGB halving p...
by leileilol
Sun Jul 27, 2014 6:09 pm
Forum: General Programming
Topic: A post-process shader mimicking the 3dfx Voodoo Graphics & 2
Replies: 12
Views: 9228

Re: A post-process shader mimicking the 3dfx Voodoo Graphics

HunterK wrote a blog post featuring the shader in action. I also recently committed the new dithering version in the RetroArch common-shaders repository
by leileilol
Sun Jul 27, 2014 2:00 pm
Forum: Engine Programming
Topic: Software Renderer Mysteries
Replies: 19
Views: 4592

Re: Software Renderer Mysteries

Quake2 even had this problem so they derived their translucent brush drawing code from the water spans code, making some very jumbled up glass textures as it worked strictly with 64x64 tiles. This is why that window in base1 right at the start looks corrupt, as well as other places such as bloody gl...
by leileilol
Thu Jul 24, 2014 7:20 pm
Forum: General Discussion
Topic: General Discussion! *salutes*
Replies: 14
Views: 5217

Re: General Discussion! *salutes*

Image

s3 virge emulation :P