Search found 578 matches

by Chip
Sat Jan 24, 2009 9:22 am
Forum: General Discussion
Topic: anyone want to test drive MinGW gcc-4.3.2 own build ;)
Replies: 4
Views: 1612

OK

I might have a use for it, but right now I'm working on QC modding, so no engine compiling yet.

And, as a matter of fact, I'm working with Darkplaces, so I'll take it now and give it a try.
by Chip
Fri Jan 23, 2009 8:06 pm
Forum: General Discussion
Topic: anyone want to test drive MinGW gcc-4.3.2 own build ;)
Replies: 4
Views: 1612

GUI

A GUI could be useful, and it's not hard to code either.
by Chip
Fri Jan 23, 2009 8:04 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6123129

CoD

I can easily see this going into a full-fledged Call of Duty like game. A Quake mod set in the WW2 would be great. The game, the brushes, the atmosphere is better fitted for such a game than for a futuristic one. Although, the future could look rather bleak with the Quake engine. Eh, time will decid...
by Chip
Thu Jan 22, 2009 7:41 am
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 66379

QuArK

Actually, in QuArK, it's the other way around, faces share brushes. It's all for the purpose of consistent textures. Say you have a wall and you cut it to make a door. The wall brush would automatically split into at least 3 brushes. The texture will then be applied separately on these 3 brushes, an...
by Chip
Wed Jan 21, 2009 7:46 pm
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 66379

.mdl

Thanks, I'll try to replace some .mdl files with .md3 and see if this happens again.

Oh, wait, does DirectQ support .md3? I guess not.
by Chip
Wed Jan 21, 2009 7:42 pm
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 66379

morphing on weapons? Two things spring to mind - I have a low floating point precision flag set in my shaders, which is causing it, or the fact that - I think - I've mainly been using a "fixed" set of weapon models means I haven't noticed. Silly question - you're not underwater when this ...
by Chip
Wed Jan 21, 2009 5:56 pm
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 66379

More DirectQ Feedback

Which level was it? I'd like to be able to reproduce this so I can get to the bottom of what's causing it. It's the map with the trees, first one after the start map. Also, I would like to ask something else. I've noticed a slight (sometimes ugly) weapon model "morphing" when moving idle....
by Chip
Wed Jan 21, 2009 9:22 am
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 66379

DirectQ Feedback

I just managed to make a quick run through some levels and I noticed the transparency problems. They seem to appear when I move around. In DM5 for example, in order to see the transparent water at the Pentagram location, I have to first go completely into the water, and get out again. Only then will...