What are you working on?
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Re: What are you working on?
leileilol wrote:I benchmarked the filtering on a Pentium. Going from 21fps to 15fps average on start.bsp isn't so bad at 320x200 (and that's jumping from an ASM spans to a C spans!), and even in 360x480 the fps loss is small from 10fps to 6fps.
I've figured a bunch of ways to make it faster and more accurate. Right now I've also got it working on turbulent surfaces and on sky surfaces, and I'm implementing it in my optimized sky drawing code. There's an alignment problem when using it in the optimized sky drawing code, and for some reason this buggy code is running faster than the code without filtering - from 27 fps to 30 fps. When I finish implementing it, the impact on the framerate should be negligible.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
the latest svn build is stable
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Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
Barnes wrote:the latest svn build is stable
Hello Barnes,
Do you speak about V1.26 update 2 from june this year ?
The russian forum shows update 2 as newest.
Thank you.
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
Hi
No I'm talking about lastest svn build (screenshots are made from it) Since June, I made a lot of changes
No I'm talking about lastest svn build (screenshots are made from it) Since June, I made a lot of changes
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Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
Slowly doing more work on OpenKatana's waypoint system. Waypoints can now be placed through the level as people play it taking into account where the player is and what they might be doing, and on top of that we can take advantage of this for one of our multiplayer modes and randomly place an object at one of the waypoints for players to find and destroy. Next step is to optimise everything a little better, fix some small bugs and then get waypoints adjusting so that they can find each other within the level.
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hogsy - Posts: 198
- Joined: Wed Aug 03, 2011 3:44 pm
- Location: UK
Re: What are you working on?
I found out (again) something quite obvious: no internet access (or at least, slow and restricted enough to be useless for time wasting) makes me really productive. 
Any ressemblance with a recent TF2 mod is NOT coincidence:


Any ressemblance with a recent TF2 mod is NOT coincidence:


I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
BARNES nice
boots!
frag looks cool!
frag looks cool!
- r00k
- Posts: 1110
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Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
Nice on the headphones, listening to it now.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
Readable fitzquake "history":

The order will certainly be wrong, but each of Baker's patches have been split into a separate commit (for the most part, there are some "hmm, he didn't tag that" and "well, these are all related anyway" patches).
Now that I've got that done, I'll go back and split up the John's changes. The git history starts from id's WinQuake source.

The order will certainly be wrong, but each of Baker's patches have been split into a separate commit (for the most part, there are some "hmm, he didn't tag that" and "well, these are all related anyway" patches).
Now that I've got that done, I'll go back and split up the John's changes. The git history starts from id's WinQuake source.
Leave others their otherness.
http://quakeforge.net/
http://quakeforge.net/
- taniwha
- Posts: 399
- Joined: Thu Jan 14, 2010 7:11 am
Re: What are you working on?
don't know how to embed!
https://www.youtube.com/watch?v=5Pf4wb2e4f8
https://www.youtube.com/watch?v=5Pf4wb2e4f8
- horrorporn
- Posts: 29
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- Location: Australia
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