Yes, originally it was to include sounds based on the material; which i have 99% added just newver made the sounds
Darkplaces can do it fine in quakeC, as you can get texture names.
Search found 1116 matches
- Tue Aug 11, 2015 5:10 am
- Forum: Programming Tutorials
- Topic: Engine Side Footsteps
- Replies: 27
- Views: 17340
- Tue Aug 04, 2015 6:12 am
- Forum: Project Showcase
- Topic: Quake Mod Showcase
- Replies: 15
- Views: 27300
Re: Quake Mod Showcase
"Quake Mod" Showcase. no offense but this seems 10 years too late imho. http://www.quakeone.com/cax there, thats my showcase. yippy fuckn skippy. does this mean people are going to stop playing CS:GO and play crappy quake again? pfft whatever. just drop the quake mod, and call it Irrelevan...
- Mon Aug 03, 2015 9:50 am
- Forum: General Discussion
- Topic: Windows 10 and Quake
- Replies: 7
- Views: 2679
Re: Windows 10 and Quake
i just upgraded mymobo/cpu/gfxcard, 2 weeks before windows 10 release; though i had been running the preview beforehand.
I havent had any problems thus far, yet all my MSVC installs just complain. I guess ill dedicate an older machine to just quake coding
I havent had any problems thus far, yet all my MSVC installs just complain. I guess ill dedicate an older machine to just quake coding
- Thu Jun 11, 2015 9:23 pm
- Forum: QuakeC Programming
- Topic: Assignment to world in LightningDamage
- Replies: 6
- Views: 5563
Re: Assignment to world in LightningDamage
just skimmed this thread but cant you just cludge it with
at the top?
edit:
oops frag already said this....
Code: Select all
if (trace_ent != world)
edit:
oops frag already said this....
- Wed Apr 08, 2015 5:15 am
- Forum: Modeling
- Topic: Model editor used in Quake1?
- Replies: 6
- Views: 5839
Re: Model editor used in Quake1?
oh nice history lesson!
- Tue Apr 07, 2015 10:24 pm
- Forum: General Programming
- Topic: Detailed MDL format docs?
- Replies: 5
- Views: 4654
- Thu Apr 02, 2015 3:57 pm
- Forum: Engine Programming
- Topic: weird traceline behavior
- Replies: 4
- Views: 1450
Re: weird traceline behavior
I have these // point content values float CONTENT_EMPTY = -1; float CONTENT_SOLID = -2; float CONTENT_WATER = -3; float CONTENT_SLIME = -4; float CONTENT_LAVA = -5; float CONTENT_SKY = -6; I guess the engine gets points content collision differently void () T_HookTouch = { if (clanring_state & ...
- Mon Mar 30, 2015 10:59 pm
- Forum: QuakeC Programming
- Topic: Client connecting during intermission
- Replies: 7
- Views: 6260
Re: Client connecting during intermission
yes, things that are not map entities should be precached in world.qc; ie not in weapons.qc.
i thought this thread was about putting clients into the intermission when they connect after an intermission had started.
i thought this thread was about putting clients into the intermission when they connect after an intermission had started.
- Fri Mar 27, 2015 9:25 pm
- Forum: QuakeC Programming
- Topic: Client connecting during intermission
- Replies: 7
- Views: 6260
Re: Client connecting during intermission
look at the runequake source he handles sending new clients the sv _intermission and origin placement
- Mon Mar 23, 2015 9:40 pm
- Forum: Engine Programming
- Topic: NQ Colored Dead Bodies
- Replies: 29
- Views: 7758
Re: NQ Colored Dead Bodies
hacky workaround so deadbodies dont go all black if someone has eyes if (gl_color_deadbodies.value) { if (ent->colormap > 0) { i = (ent->colormap - 1); if (cl_entities[ent->colormap].model->modhint == MOD_PLAYER) texture = (playertextures) + i;//Colored Dead Bodies else texture = paliashdr->gl_textu...
- Fri Mar 20, 2015 4:24 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120978
Re: What are you working on?
Beautiful images there jitspoe.. map really pops!
- Wed Mar 18, 2015 7:48 am
- Forum: Engine Programming
- Topic: Funny C Rules (And Low-Level Languages in general)
- Replies: 74
- Views: 51875
Re: Funny C Rules (And Low-Level Languages in general)
everything is false until it's true.
- Tue Mar 10, 2015 7:33 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8589
Re: dual monitor gamma issues
on a side not isnt it possible to mimic the gamma 'colors' kinda in the way that overbright does? would only be done once at map load, or realtime, yet only once.
- Mon Mar 09, 2015 3:50 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8589
Re: dual monitor gamma issues
If you're getting that kind of drop with shader-based gamma via glCopyTexSubImage, then you're either doing something else wrong or your driver has a very poor implementation of glCopyTexSubImage. I'm using RMQe's (your code), using the r_waterwarp, and vertex arrays, getting 445fps with waterwarp ...
- Thu Mar 05, 2015 4:35 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8589
Re: dual monitor gamma issues
ok more off topic but steering back to RTT/GLSL from what ericw mentioned, using RMQe as a guide to setting up RTT and GLSL i added the r_waterwarp. I'm hoping that i can use the same code for blur and gamma too but once all is said and done im getting this... http://i.imgur.com/DoKx3XK.png now, the...