Search found 133 matches

by andrewj
Tue Mar 20, 2012 12:52 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6122784

Re: What are you working on?

leileilol wrote:by the way
darkplaces iirc only supports up to 2 stages
Yep :shock:

Code: Select all

#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
by andrewj
Thu Mar 15, 2012 10:56 am
Forum: General Discussion
Topic: QuakeSpasm 0.85.7
Replies: 9
Views: 3475

Re: QuakeSpasm 0.85.7

xaGe wrote:..That's funny because I run the Darkplaces quake engine all the time in Debian. :wink:
I see darkplaces is in testing and unstable, but I've never seen a Quake engine in the stable repository (like lenny or squeeze) before.
by andrewj
Wed Mar 14, 2012 10:48 am
Forum: General Discussion
Topic: QuakeSpasm 0.85.7
Replies: 9
Views: 3475

Re: QuakeSpasm 0.85.7

Congrats! :D It's a bit shocking because there's never been any Quake engines in Debian before (AFAIK). Plus it seems like DOOM is a more popular game and there's only ever being one Doom engine in Debian, PrBoom, despite the fact there are many out there, and that one is pretty much dead (has not h...
by andrewj
Wed Mar 14, 2012 8:15 am
Forum: General Discussion
Topic: QuakeSpasm 0.85.7
Replies: 9
Views: 3475

Re: QuakeSpasm 0.85.7

Is QuakeSpasm in Debian now? :shock:
by andrewj
Mon Mar 12, 2012 10:59 am
Forum: Engine Programming
Topic: Is vid_vsync wrong?
Replies: 12
Views: 4409

Re: Is vid_vsync wrong?

This is more an issue of the physics being frame-rate dependent (a gross bug that continued to exist even in Quake 3), right? Personally I would fix the physics to make it frame-rate independent, with a bias toward slightly higher jumps rather than slightly lower jumps. I have noticed that in DarkPl...
by andrewj
Mon Mar 12, 2012 10:43 am
Forum: Mapping
Topic: Missing (custom) shaders in Quake 3
Replies: 2
Views: 2221

Re: Missing (custom) shaders in Quake 3

Could Q3Map2 be mis-compiling the shaders as textures? Not really, the compiled BSP files just store a name (e.g. textures/foo/bar) and it is the Quake3 engine which interprets that name as a shader (if one exists) or as a texture if the shader does not exist. Make sure sv_pure is 0 when testing yo...
by andrewj
Mon Mar 12, 2012 10:35 am
Forum: QuakeC Programming
Topic: monster_spawn function?
Replies: 25
Views: 8724

Re: monster_spawn function?

I think it would go something like this:

Code: Select all

  self = spawn();
  self.origin = '0 0 0';  // put some calculation here!
  monster_army();
by andrewj
Tue Mar 06, 2012 5:14 am
Forum: Engine Programming
Topic: Do you have interest in automake?
Replies: 10
Views: 1966

Re: Do you have interest in automake?

Autoconf and automake are horrible -- run, man, run fast away from them :mrgreen: Most projects which use them never really do it properly (because understanding how to do it properly is nigh impossible), and the configure scripts fail when you try to do something which is supposed to work out-of-th...
by andrewj
Sun Mar 04, 2012 8:07 am
Forum: Mapping
Topic: BSP Quake Editor - source code?
Replies: 99
Views: 31338

Re: BSP Quake Editor - source code?

ill upload my source + built executables for testing (im kinda interrested in finding out if it crashes anywhere else) the source has a C::B workspace. http://code.google.com/p/realm/downloads/detail?name=bsp-0.96e-release.7z&can=2&q= Where's the source? That download package only contained...
by andrewj
Sat Mar 03, 2012 1:32 am
Forum: Mapping
Topic: BSP Quake Editor - source code?
Replies: 99
Views: 31338

Re: BSP Quake Editor - source code?

reckless wrote:btw source allready makes use of GPL code (libpng jpeg and zlib) so i think it should be ok :)
Those libraries are not GPL :wink:
by andrewj
Fri Mar 02, 2012 9:12 am
Forum: Mapping
Topic: BSP Quake Editor - source code?
Replies: 99
Views: 31338

Re: BSP Quake Editor - source code?

Or if they do choose to import literal code, put those functions at say the bottom of a source file with the license like what DarkPlaces does with strlcpy and strlcat. Like this in DarkPlaces common.c ---> http://gitorious.org/nexuiz/darkplaces/blobs/a892a876d60ec67da321e48e31dc80b95fd6d9aa/common...
by andrewj
Fri Mar 02, 2012 5:36 am
Forum: Mapping
Topic: BSP Quake Editor - source code?
Replies: 99
Views: 31338

Re: BSP Quake Editor - source code?

Assuming one of the first things you consider doing is grabbing some code from ..... The xxxRadiants and Quark (as well as various Quake tools) are GPL licensed, so using code from them means the whole thing (when compiled together) become GPL. GPL would be a better choice -- if only to allow code ...
by andrewj
Fri Mar 02, 2012 3:45 am
Forum: QuakeC Programming
Topic: Pseudo random monster spawning - Check spawn location.
Replies: 4
Views: 2183

Re: Pseudo random monster spawning - Check spawn location.

I suggest moving the code to spawn an extra monster into a separate function (will be a lot more readable that way), and limiting the amount of places to try to 16 places (or whatever), the function can just 'return' when you reach the limit. I also suggest spawning the extra monsters AFTER the orig...
by andrewj
Thu Feb 23, 2012 7:43 am
Forum: General Programming
Topic: Alphabetize C functions in .c file?
Replies: 7
Views: 3064

Re: Alphabetize C functions in .c file?

In VIM (a text editor) I would make all the functions sit on a single line, pass it to :!sort, and re-run its automatic code formatter to put it all back to normal. That probably doesn't help you much :) P.S. the vim command to put a function on a single line is just :.,/^}/join (run from the top of...
by andrewj
Sat Feb 18, 2012 7:07 am
Forum: Mapping
Topic: Layers support in Radiant?
Replies: 12
Views: 3994

Re: Layers support in Radiant?

But if Blender can one day be used as a map editor, and produces maps that compile and run properly, then I'll gladly switch to Blender exclusively (I already use it for mapmodels). I think the most reliable way to make that work is to forget about using ".map" as an intermediate format, ...