Search found 924 matches

by goldenboy
Fri Sep 26, 2014 7:39 pm
Forum: Project Showcase
Topic: [FTE][in production] Scout's Journey
Replies: 36
Views: 23109

Re: [FTE][in production] Scout's Journey

Scout's Journey will likely no longer use a Quake engine in the future.

Wall of text version at my blog.
by goldenboy
Fri Sep 26, 2014 10:36 am
Forum: General Discussion
Topic: main site infected?
Replies: 64
Views: 19038

Re: main site infected?

It's true, Linux/Unix isn't immune. I see lots of exploits on the Gentoo/Ubuntu security trackers all the time. Those that become known are fixed pretty quickly; I guess those that are not known are the bigger problem though :-s

Safety is illusionary anyway.
by goldenboy
Fri Sep 26, 2014 8:06 am
Forum: General Discussion
Topic: main site infected?
Replies: 64
Views: 19038

Re: main site infected?

What's this new fashion of giving catchy names to bugs?

And aren't there lots of new root exploits discovered every week? How is something like "shell shock" different?

Debian/Ubuntu had this exploit fixed yesterday already, btw. apt-get update, apt-get install bash.
by goldenboy
Thu Sep 18, 2014 9:06 pm
Forum: General Discussion
Topic: main site infected?
Replies: 64
Views: 19038

Re: main site infected?

On the upside, this encourages children to program.
by goldenboy
Tue Sep 02, 2014 9:06 am
Forum: Engine Programming
Topic: FTE Vanilla Option
Replies: 34
Views: 7219

Re: FTE Vanilla Option

I'm actually guilty of the same thing (thinking that the quad glowed purple.) This is probably due to either map textures or playing with engines that support EF_BLUE. Once you become aware of what vanilla Quake really looks like, some of those un-faithful anti-Quake improvements start looking prett...
by goldenboy
Mon Sep 01, 2014 6:43 pm
Forum: Engine Programming
Topic: FTE Vanilla Option
Replies: 34
Views: 7219

Re: FTE Vanilla Option

I have been thinking recently that a definitive "Steam Quake HOWTO" is missing on all 3 major community sites. This is a situation that could be improved.
by goldenboy
Mon Sep 01, 2014 4:33 pm
Forum: Engine Programming
Topic: FTE Vanilla Option
Replies: 34
Views: 7219

Re: FTE Vanilla Option

It's still good that these things were reported. :) FTE currently has less issues than most people seem to think... I know because I test it extensively, from vanilla Quake to indie development. As for bugs, every software has bugs. I believe the vanilla mode is great for people who want their mod t...
by goldenboy
Sat Aug 30, 2014 10:19 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 117070

Re: qbismSuper8 builds

I really like the palette thing.
by goldenboy
Sat Aug 30, 2014 9:28 pm
Forum: Project Showcase
Topic: [Darkplaces][WIP] Mighty Quake
Replies: 19
Views: 15536

Re: [Darkplaces][WIP] Mighty Quake

toneddu: I mostly hear cel-shading used for something that includes the inky black outlines. Toon shading is just reducing the colours to very few shades. They're often used interchangeably though.
by goldenboy
Sat Aug 30, 2014 9:14 pm
Forum: Engine Programming
Topic: FTE Vanilla Option
Replies: 34
Views: 7219

Re: FTE Vanilla Option

The one thing (that I know of) that's not made it into a released version is this: Spike came up with the idea of replicating the banding effect that software has in GLSL, or as some kind of lookup table post process filter. We both fiddled with some GLSL and there was a pretty good result, but it j...
by goldenboy
Sat Aug 30, 2014 8:37 pm
Forum: Engine Programming
Topic: FTE Vanilla Option
Replies: 34
Views: 7219

Re: FTE Vanilla Option

OK, I guess we all learned something today. :-s

It would just be cool if we could all get along.
by goldenboy
Sat Aug 30, 2014 7:48 pm
Forum: Project Showcase
Topic: [Darkplaces][WIP] Mighty Quake
Replies: 19
Views: 15536

Re: [Darkplaces][WIP] Mighty Quake

Regarding the visual style: looking at these screenshots makes me wonder if I shouldn't try to use more clean, stylized and "solid colors" textures ? It would be a departure from the gritty, noisy and dark Quake visual identity, but I think it could work. What do you guys think ? Absolute...
by goldenboy
Sat Aug 30, 2014 6:28 pm
Forum: Project Showcase
Topic: [Darkplaces][WIP] Mighty Quake
Replies: 19
Views: 15536

Re: [Darkplaces][WIP] Mighty Quake

Pretty interesting concept. Good luck. Blending tiles: well, you can always make them a little bigger than they need to be so the meshes intersect at the sides. Then you'd just have to ensure that neighbouring tiles aren't at the same level. This really looks like a prime opportunity for modular env...
by goldenboy
Sat Aug 30, 2014 2:06 pm
Forum: Engine Programming
Topic: FTE Vanilla Option
Replies: 34
Views: 7219

Re: FTE Vanilla Option

Wow, really?

A Quake-related news post from another Quake site is spam? :shock:

Where are the horse and the rider...
by goldenboy
Fri Aug 29, 2014 12:13 am
Forum: Mapping
Topic: [SOLVED] common/weapclip on models
Replies: 14
Views: 11949

Re: common/weapclip on models

Really? Would it work? Radiant can recognize _collision object or should I put the _collision model precisely at the same position of the object model? Just putting it in the same place. No idea why your ASE models aren't working, it's a little harder to get them right compared to OBJ anyway. Edit:...