Search found 1116 matches

by r00k
Tue Aug 11, 2015 5:10 am
Forum: Programming Tutorials
Topic: Engine Side Footsteps
Replies: 27
Views: 17340

Re: Engine Side Footsteps

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.
by r00k
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...
by r00k
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 :)
by r00k
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

Code: Select all

 
if (trace_ent != world)
at the top?

edit:
oops frag already said this....
by r00k
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!
by r00k
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 & ...
by r00k
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.
by r00k
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
by r00k
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...
by r00k
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!
by r00k
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.
by r00k
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.
by r00k
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 ...
by r00k
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...