What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
In my case its the handle that differs somewhat for demofiles, instead of a FILE *pointer my engine uses a
typedef int filehandle_t; and its no easy task overriding the set size in some of the demo functions allthough i created a lot of wrappers that emulate the old functions a few pieces are missing.
typedef int filehandle_t; and its no easy task overriding the set size in some of the demo functions allthough i created a lot of wrappers that emulate the old functions a few pieces are missing.
Productivity is a state of mind.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: What are you working on?
Ah, I created QFile (typedef struct QFile_s QFile) which wraps both FILE * and gzFile, and then wrote replacements for all(?) the f* functions. That part was quite invasive, but I hated the mess of fread/fwrte vs fprintf etc (the file parameter bouncing from end to end), so it was a boon anyway.
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?
fte's filesystem uses member function (pointers), so it can do paks within paks within pk3s...
which actually turned out to be semi-useful for android, if you want to embed a pak within the apk file (which is also a zip).
but yeah, seeking is a £$%^& in any solid archive, so I'd recommend to not use compression on those embedded paks (within them is fine, just not in the apk).
demo playback had to be mucked about with in order for mvd-over-tcp support (aka: qtv). However, fte implements simultaneous file access within a single pak using seek operations rather than opening two files and also has only a single decompression stream per zip, so switching between reading from two separate compressed files is still not to be recommended.
I did wonder about allowing fopen("http://foo")... but I suspect doing so would be pointless and silly. besides, my filename checker would complain about the : and the //...
which actually turned out to be semi-useful for android, if you want to embed a pak within the apk file (which is also a zip).
but yeah, seeking is a £$%^& in any solid archive, so I'd recommend to not use compression on those embedded paks (within them is fine, just not in the apk).
demo playback had to be mucked about with in order for mvd-over-tcp support (aka: qtv). However, fte implements simultaneous file access within a single pak using seek operations rather than opening two files and also has only a single decompression stream per zip, so switching between reading from two separate compressed files is still not to be recommended.
I did wonder about allowing fopen("http://foo")... but I suspect doing so would be pointless and silly. besides, my filename checker would complain about the : and the //...
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
aut viam inveniam aut faciam
-

Supa - Posts: 164
- Joined: Tue Oct 26, 2004 8:10 am
Re: What are you working on?
Hello Dr.Shadowborg,
Yes, the source code is included. I always include it (maybe some other people want to look into my messy code...)
The file size is because of the big amount of skins for the models. They have 8 skins each. It contains external replacement textures, which boosts the filesize up.
Hello taniwha,
The pk3 support is not needed. I only tend to scrape all the necessary files together into one file, to keep the overview a bit cleaner.
But you can simply extract the pk3 into subfolders and everything is good (as you know). And/or create a pak file from those.
The spider-addon is meant to be an addon to the "small mod compilation" (which is a Darkplaces mod). So you need some files from that mod (I wrote about it in the readme).
This decision was made a while ago, because originally I wanted to include it into the "small mod compilation". But things changed...
Anyhow, the code for the spider itself can be used in any mod or engine.
Most important is the file "spider.qc" of course. As well as some AI entries in the original qc files (which are a bit harder to find due to all of the other entries of the "small mod compilation").
If you want I can extract only the spider-neccessary files/code.
Best regards,
Seven
Yes, the source code is included. I always include it (maybe some other people want to look into my messy code...)
The file size is because of the big amount of skins for the models. They have 8 skins each. It contains external replacement textures, which boosts the filesize up.
Hello taniwha,
The pk3 support is not needed. I only tend to scrape all the necessary files together into one file, to keep the overview a bit cleaner.
But you can simply extract the pk3 into subfolders and everything is good (as you know). And/or create a pak file from those.
The spider-addon is meant to be an addon to the "small mod compilation" (which is a Darkplaces mod). So you need some files from that mod (I wrote about it in the readme).
This decision was made a while ago, because originally I wanted to include it into the "small mod compilation". But things changed...
Anyhow, the code for the spider itself can be used in any mod or engine.
Most important is the file "spider.qc" of course. As well as some AI entries in the original qc files (which are a bit harder to find due to all of the other entries of the "small mod compilation").
If you want I can extract only the spider-neccessary files/code.
Best regards,
Seven
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
-

Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
Seven wrote:Anyhow, the code for the spider itself can be used in any mod or engine.
Most important is the file "spider.qc" of course. As well as some AI entries in the original qc files (which are a bit harder to find due to all of the other entries of the "small mod compilation").
If you want I can extract only the spider-neccessary files/code.
If you could do it that would be VERY helpful, I'm on dialup and thus 60mb is gonna take a while to download. It would also be helpful to modders who want to include the spider into their mods. (actually, that would include myself. He looks like he would fit right into hellsmash...
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
Barnes wrote:Light filters
SVN 297 engine and shaders generated errors. light world program and light model program "function return is not matching type".
I was able to compile and run previous build 295 without errors. Maybe latest glsl shaders are not on SVN?
I'll give more info if needed.
-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
Strangely, all in SVN .... Oh yes, try to delete the folder baseq2/glslbin (cache binary shader) and you can use cubemap filters from berserker@q2, I use it temporarily for testing
-

Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
I didn't have that folder, but I'll try adding Bers shaders. Also will do a rebuild from scratch when I get back to dev computer.
-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
Had some time today, so I put together a quick prototype skin for the revised Icon model and tried it ingame:
http://br0gspot.files.wordpress.com/2013/01/icon_ingame.jpg
Still need to add some fingers / thumb skin details for the hand part, and replace the textures for the spike balls / handle. (tried using the rotate flag from taniwha's blender export script, works like a charm)
http://br0gspot.files.wordpress.com/2013/01/icon_ingame.jpg
Still need to add some fingers / thumb skin details for the hand part, and replace the textures for the spike balls / handle. (tried using the rotate flag from taniwha's blender export script, works like a charm)
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
qbism wrote:I didn't have that folder, but I'll try adding Bers shaders. Also will do a rebuild from scratch when I get back to dev computer.
Mmmm... post console log please
-

Barnes - Posts: 226
- Joined: Thu Dec 24, 2009 2:26 pm
- Location: Russia, Moscow
Re: What are you working on?
because server backups restored before the point i uploaded all those cool engoo images 
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Who is online
Users browsing this forum: No registered users and 1 guest


