Search found 322 matches
- 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-...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
Horny ogre just sounds wrong, horned ogre is more accurate
- 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...
- 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...
- 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 ...
- 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...
- Wed Aug 17, 2011 6:05 am
- Forum: General Discussion
- Topic: CSQC Standards: Lets bridge the Great Divide
- Replies: 9
- Views: 2911
- Tue Aug 16, 2011 12:04 pm
- Forum: General Discussion
- Topic: CSQC Standards: Lets bridge the Great Divide
- Replies: 9
- Views: 2911
- Tue Aug 16, 2011 11:56 am
- Forum: General Discussion
- Topic: CSQC Standards: Lets bridge the Great Divide
- Replies: 9
- Views: 2911