Search found 3673 matches
- Sun Feb 19, 2017 10:01 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Yup ;) I can upload it somewhere ? One thing to note, mh's version does not use Per pixel lighting "so no shadowmaps etc." instead it relies on some rather fancy trickery, the end result is not as spectacular as FTE with rtlights but the effect is rather nice on the eyes regardless. And i...
- Sun Feb 19, 2017 9:02 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
mh's allmost lossless bumpmapping Now you've made me curious. :biggrin: Do you have the source code of one of MH's old engines with this feature? /I'm operating on the idea that might have on QuakeSrc.org at some point, but dead because it is no longer available. Also: Quakespasm Spiked has FTE's p...
- Sun Feb 19, 2017 8:09 pm
- Forum: General Discussion
- Topic: last version of C::B Advanced
- Replies: 254
- Views: 5040598
Re: last version of C::B Advanced
What is a gthread vs a pthread?revelator wrote:gcc uses new thread model based on gthreads.
Some light Googling isn't giving me much detail.
- Sun Feb 19, 2017 7:26 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Btw baker, how would i go about loading an image via texmgr with no data width heigth and only the texture name ? im toying with adding tenebraes particel lexer and decals to quakespasm. In order to add a texture in the FitzQuake texture manager, you use the TexMgr_LoadImage function. You have to b...
- Thu Feb 16, 2017 3:29 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
A few hours ago some random iPad happened to install Rapture from Quaddicted. :razz: Also connected to a DarkPlaces server, so the server browser works. :razz: It also downloaded the map off the QuakeOne maps depot in the process :lol: It's the WinQuake version (haven't summoned the stamina to deal ...
- Wed Feb 15, 2017 4:37 am
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Ha, ha, yes, it's just that good tools are important and a really good debugger is the most important of all so far as I'm concerned. I can't even begin to tell you the number of times Visual Studio's debugger has been genuinely helpful to me. Not just in debugging, but also in design - single-step...
- Tue Feb 14, 2017 12:27 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Fundamentally I'm unwilling to provie assistance with bringing it up under this environment because I think gdb is a crock of shit and a good debugging environment is a non-negotiable requirement for me. No worries, since you should know I'd never ask for such assistance. :smile: I just don't roll ...
- Sun Feb 12, 2017 1:16 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Here's a random question ... Can gcc/mingw be used to build a Direct X9 engine? There are some behaviors I prefer about mingw, but MH very recently (4-5 weeks ago) made a very awesome DX9 wrapper for Mark V and the Direct X 9 build have some advantages over the Open GL build (1: compatibility, 2: vi...
- Sat Feb 11, 2017 4:03 am
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Does the quaddicted download thing support HTTPS? I switched to a different reverse proxy and did not add exclusions for non-encrypted connections yet. I would like to avoid that at all because everything should be encrypted. I do a libraryless http just like, say, FTEQW! I don't even use libcurl. ...
- Wed Feb 08, 2017 9:54 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Quaketastic?
Username and password found on first post on this page:
http://celephais.net/board/view_thread.php?id=3
Username and password found on first post on this page:
http://celephais.net/board/view_thread.php?id=3
- Fri Jan 27, 2017 1:30 am
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 441790
Re: FitzQuake Mark V - Easy to compile and ...
Huge thanks for the Linux port, Baker! I get some sound noise/cackle when sounds are played, already tried the usual sndspeed options (11025 upto 48000) with no luck. I guess it uses ALSA, tried setting SDL_AUDIODRIVER to pulse and pulseaudio as well, no sound at all then. Could you add -stdout to ...
- Thu Jan 12, 2017 10:27 pm
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 13493
Re: Compiling DOS Quake?
Mod side would be better, living in the QuakeC.
Obviously.
Obviously.
- Wed Jan 11, 2017 7:42 pm
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 13493
Re: Compiling DOS Quake?
Can't this be entirely handled in the QuakeC side ? Let's say I want to coop -- 1) Soul of Evil 2) Marcher Fortress 3) Nehahra 4) Quoth 5) Hellsmash 6) A Roman Wilderness of Pain 7) Arcane Dimensions 8) [Insert hundreds of other names here] What good does QuakeC support get me when all of those hav...
- Wed Jan 11, 2017 2:45 am
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 13493
Re: Compiling DOS Quake?
I believe it was you who had the idea of setting players temporarily as SOLID_NOTs during respawn. It may have been Spike that first suggested such a thing, when one time I was complaining about coop problems like spawn points. Anyway, it's been a standard coop feature in Mark V since about October...
- Thu Jan 05, 2017 4:19 am
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 13493
Re: Compiling DOS Quake?
Thanks for the refined Undergate modifications link.
Maybe I'll be able to mine some gems out of what live server testing discovered.
I've cooped it plenty of times myself. And on your server a few occasions. But never made any notes about potential coop-killer issues
Maybe I'll be able to mine some gems out of what live server testing discovered.
I've cooped it plenty of times myself. And on your server a few occasions. But never made any notes about potential coop-killer issues