Something else you can do, for learning purpose, is to look at the KTX gamecode source in C. It's for QuakeWorld but then, that shouldn't matter.
https://github.com/deurk/ktx
Search found 1116 matches
- Mon Mar 14, 2016 8:06 am
- Forum: Engine Programming
- Topic: Game code in C
- Replies: 15
- Views: 4582
- Mon Feb 08, 2016 5:34 pm
- Forum: General Discussion
- Topic: Doom 4 trailer?
- Replies: 90
- Views: 79628
Re: Doom 4 trailer?
ya i caN'T vote as the options dont reflect my opinion...
that trailer looks badass! my only complaint watching that video is maybe its too bright, and the majority of colors my brain can remember are black, grey, white, green and RED.
that trailer looks badass! my only complaint watching that video is maybe its too bright, and the majority of colors my brain can remember are black, grey, white, green and RED.
- Mon Nov 30, 2015 6:12 am
- Forum: Mapping
- Topic: map concept?
- Replies: 3
- Views: 6911
Re: map concept?
ya id target fitzquake .85 as a baseline, hopefully ill have something to post before the new year.
- Sat Nov 28, 2015 7:36 am
- Forum: Mapping
- Topic: map concept?
- Replies: 3
- Views: 6911
map concept?
I really wanna make a map of this
but with a wooden stairscape wrapped around it and the inside; a maze of rooms and challenges..
but with a wooden stairscape wrapped around it and the inside; a maze of rooms and challenges..
- Mon Nov 16, 2015 10:45 am
- Forum: QuakeC Programming
- Topic: Smooth Rotation And Rotate to Specific Degree
- Replies: 8
- Views: 6529
Re: Smooth Rotation And Rotate to Specific Degree
this confuses me
Code: Select all
if (move < 0-self.yaw_speed )
move = 0-self.yaw_speed;
- Sat Oct 24, 2015 6:18 am
- Forum: General Discussion
- Topic: Uquake1 anyone see this (quake in unity?)
- Replies: 8
- Views: 3173
Re: Uquake1 anyone see this (quake in unity?)
you can port quake to anything IF you can code the engine
- Tue Oct 20, 2015 4:41 am
- Forum: Engine Programming
- Topic: Weapon model sway techniques
- Replies: 12
- Views: 3767
Re: Weapon model sway techniques
/* ====== View_ModelDrift -- Eukos from OpenKatana Adds a delay to the view model (such as a weapon) in the players view. ====== */ void View_ModelDrift(vec3_t vOrigin,vec3_t vAngles,vec3_t vOldAngles) { int i; float fScale,fSpeed,fDifference; static vec3_t svLastFacing; vec3_t vForward, vRight,vUp...
- Fri Oct 09, 2015 5:57 pm
- Forum: Engine Programming
- Topic: Weapon model sway techniques
- Replies: 12
- Views: 3767
Re: Weapon model sway techniques
I have added something like this in Qrack, v_viewmodeldrift # all it does is delay the time the gun moves from when the player changes angles. I'll post some code later but im sure i thought i looked at darkplaces to learn about the effect.
- Sun Sep 27, 2015 9:46 pm
- Forum: QuakeC Programming
- Topic: Fun names and skins in FrikBotX
- Replies: 15
- Views: 10684
Re: Fun names and skins in FrikBotX
that would be kinda cool looking. Ive had the idea in the past to use the frikbot core but for monsters vs players on a CA/DM style map / modLol. I think I fundamentally misunderstood skingroups in QME and ended up with the bots cycling through the skins every 0.1 seconds. It was pretty funny.
- Fri Sep 25, 2015 3:15 pm
- Forum: Engine Programming
- Topic: Making DarkPlaces look like software quake
- Replies: 10
- Views: 4920
Re: Making DarkPlaces look like software quake
FTE has a preset in the cfg for that exact feature, though beyond gl_texturemode gl_nearest, I'm not 100% of the actual settings Darkplaces has.Yet using a custom particle font you can get square particles.
- Thu Sep 24, 2015 7:08 am
- Forum: Engine Programming
- Topic: ED_LoadFromFile ie Needle in the Haystack
- Replies: 5
- Views: 1700
Re: ED_LoadFromFile ie Needle in the Haystack
hmm man coding after 2am and 2many beers
i guess this works,
dunno dont care, hehe!
i guess this works,
Code: Select all
if (com_token[0] != '{')
{
com_token[0] = 0;
continue;
}
- Thu Sep 24, 2015 6:59 am
- Forum: Engine Programming
- Topic: ED_LoadFromFile ie Needle in the Haystack
- Replies: 5
- Views: 1700
Re: ED_LoadFromFile ie Needle in the Haystack
edit:
wait somehow i ran the =wrong exe, that didnt help.
side note: this forum has no edit button.
i guess we are engraving into marble...
wait somehow i ran the =wrong exe, that didnt help.
side note: this forum has no edit button.
i guess we are engraving into marble...
- Thu Sep 24, 2015 6:48 am
- Forum: Engine Programming
- Topic: ED_LoadFromFile ie Needle in the Haystack
- Replies: 5
- Views: 1700
Re: ED_LoadFromFile ie Needle in the Haystack
ya i did a con_printf and after each {...} there was some wonky chars, i assume were comments or some junk from the compiler of that time. i just added if (com_token[0] != '{') { com_token[0] = 0; // Host_Error ("ED_LoadFromFile: found %s when expecting {",com_token); } and the map loads n...
- Wed Sep 23, 2015 1:47 am
- Forum: Engine Programming
- Topic: ED_LoadFromFile ie Needle in the Haystack
- Replies: 5
- Views: 1700
Re: ED_LoadFromFile ie Needle in the Haystack
Thanks for the quick reply and insight.
Its been many moons since i've done any work on the engine and as a hobbiest code monkey i hate leaving bugs unattended
Its been many moons since i've done any work on the engine and as a hobbiest code monkey i hate leaving bugs unattended
- Tue Sep 22, 2015 4:02 pm
- Forum: Engine Programming
- Topic: ED_LoadFromFile ie Needle in the Haystack
- Replies: 5
- Views: 1700
ED_LoadFromFile ie Needle in the Haystack
So, I'm getting a crash on only two maps, one being jrdm2 "Foot Massage". It spits out a " ED_LoadFromFile: found %s when expecting { ", although running through the debugger i get no error, yet running the /debug/glQrack.exe from there i do. Is there a particular place i should ...