Search found 322 matches

by LordHavoc
Wed Jan 09, 2013 4:10 am
Forum: General Discussion
Topic: My fellow Quakers...
Replies: 20
Views: 7138

Re: My fellow Quakers...

Is there any chance of slipgateconstruct.com working again in the near future? In particular I'm missing the dpwiki experience. There are backups/archives of the site elsewhere, but active maintenance is the life of a wiki. This is the most recent one I've found: http://www.quakewiki.net/darkplaces-...
by LordHavoc
Sat Aug 04, 2012 2:31 am
Forum: Programming Tutorials
Topic: SV_Invisible_To_Client (Anti-Wallhack)
Replies: 44
Views: 43953

Re: SV_Invisible_To_Client (Anti-Wallhack)

LordHavoc: is it the bias shift that's causing the falling entities, or the not calling the hull point check? QF has both those optimizations and that problem too, but otherwise QF's trace function returns the same results as id's (I have a test harness to make sure of that :)). Even with a bit of ...
by LordHavoc
Thu Aug 02, 2012 7:08 am
Forum: Programming Tutorials
Topic: SV_Invisible_To_Client (Anti-Wallhack)
Replies: 44
Views: 43953

Re: SV_Invisible_To_Client (Anti-Wallhack)

This function work reliably but is mildly imperfect in a way that isn't material for this purpose, but most of the Q1 collision stuff is inferior to, say, better functions in DarkPlaces (it is mostly small inaccuracies that generally don't matter but in I have "tool_texturepointer" that s...
by LordHavoc
Mon Mar 19, 2012 8:56 pm
Forum: QuakeC Programming
Topic: Team shirt colors
Replies: 9
Views: 2844

Re: Team shirt colors

r00k: DP_SV_SETCOLOR extension is your friend, allowing both intercepting of color changes by clients and rejection and replacement of those, as well as just outright setting someone's color at any time - and you don't need to re-send all those svc_updatecolor messages when someone joins mid-game. D...
by LordHavoc
Sat Jan 28, 2012 5:45 pm
Forum: Engine Programming
Topic: R_LightPoint Interpolation Code - Broken?
Replies: 13
Views: 2452

Re: R_LightPoint Interpolation Code - Broken?

Seems I fixed this bug in DP in 2004 but did not realize that the bug dated back to the litsupport sample code. Here's the svn entry: r4041 | havoc | 2004-03-18 02:49:02 -0800 (Thu, 18 Mar 2004) | 2 lines fixed 'black models' bugs in RecursiveLightPoint code The correct change is just to make the ex...
by LordHavoc
Sat Jan 28, 2012 5:42 am
Forum: Engine Programming
Topic: R_LightPoint Interpolation Code - Broken?
Replies: 13
Views: 2452

Re: R_LightPoint Interpolation Code - Broken?

While I don't know of any bugs in my R_LightPoint interpolation, I do accept the possibility. By design qbsp ensures that all surfaces have an extra column and row of lightmap data for each surface, this is used for lightmap interpolation in software quake when generating surface cache images from t...
by LordHavoc
Wed Nov 23, 2011 5:55 am
Forum: General Discussion
Topic: QuakeDev.com downtime and request for archival
Replies: 90
Views: 60760

Re: QuakeDev.com downtime and request for archival

Anyone have a current URL for any mirror of the Quake Expo sites? They are not public in raw filesystem form, individual site owners can contact me for a backup of their site to put it back online, I may also service some requests for individual files (like released mod zips and such) to anyone wis...
by LordHavoc
Tue Oct 11, 2011 7:54 am
Forum: General Discussion
Topic: RAGE's Quake Room
Replies: 20
Views: 3973

Re: RAGE's Quake Room

Every licensee of Quake1 got a copy of the complete data source, so I imagine there are more than a few copies out there.

Horny ogre just sounds wrong, horned ogre is more accurate :)
by LordHavoc
Mon Oct 10, 2011 4:51 pm
Forum: General Discussion
Topic: RAGE's Quake Room
Replies: 20
Views: 3973

Re: RAGE's Quake Room

It is far more likely they imported the original .map from Quake in their updated editor and it "Just Works". Now Wolf3D and Doom it seems more likely they recreated for the purpose. In any case I noticed that everything seemed exactly matching, including the bevel clipbrushes on the inner...
by LordHavoc
Wed Sep 14, 2011 3:52 am
Forum: Mapping
Topic: texture error
Replies: 8
Views: 2649

Re: texture error

DirectQ also supports non-power-of-two. Beware if you have a GeForce FX - you'll drop back to software emulation under OpenGL if use these texture sizes (it's supported in the driver but not in hardware). Aside from Geforce FX, also watch out for Radeon X1600-X1850 on Mac OS X where the extension i...
by LordHavoc
Tue Sep 06, 2011 5:48 am
Forum: Mapping
Topic: texture error
Replies: 8
Views: 2649

Re: texture error

So 16x16 is the smallest acceptable texture, and other valid dimensions include 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256 and so on... There is no need for a texture to be square, but both dimensions must individually be a multiple of 16. Also, powers of 2 will look best in any opengl ...
by LordHavoc
Tue Sep 06, 2011 3:57 am
Forum: Mapping
Topic: texture error
Replies: 8
Views: 2649

Re: texture error

Actually the size must be a multiple of 16, this is due to how software quake does lightmaps and mipmaps. So 16x16 is the smallest acceptable texture, and other valid dimensions include 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256 and so on... There is no need for a texture to be square, b...
by LordHavoc
Wed Aug 17, 2011 6:05 am
Forum: General Discussion
Topic: CSQC Standards: Lets bridge the Great Divide
Replies: 9
Views: 2911

DarkPlaces csqc does not interpolate anything, frame blends must be explicitly animated (as per EXT_CSQC spec), similarly movement...
by LordHavoc
Tue Aug 16, 2011 12:04 pm
Forum: General Discussion
Topic: CSQC Standards: Lets bridge the Great Divide
Replies: 9
Views: 2911

Now allowing drawpic and drawstring without flag parameter.
by LordHavoc
Tue Aug 16, 2011 11:56 am
Forum: General Discussion
Topic: CSQC Standards: Lets bridge the Great Divide
Replies: 9
Views: 2911

added getproperty builtin #309 (same code as R_SetView).

Not sure why setproperty/getproperty are called that, the DP one was always called R_SetView...