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THE HORROR

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Postby UrbanKid » Wed Nov 18, 2009 9:36 am

i am trying to say can this work for glquake? cause i really want to play it
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Postby lth » Wed Nov 18, 2009 10:04 am

This is a darkplaces-only mod. If you can run GLQuake, you should be able to run Darkplaces.

There is no way that I am going to (or in fact, can) port it to pure GLQuake, since it makes use of tons of Darkplaces extensions in QC.
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hmm....

Postby UrbanKid » Wed Nov 18, 2009 11:57 am

...i found a way to play it on dquake psp it has somethings from darkplaces i know but doesn't support over the glquake limit
so i replace the models with null.mdl but i keep getting this error player.mdl precached something like that
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Postby Downsider » Wed Nov 18, 2009 8:58 pm

lth wrote:This is a darkplaces-only mod. If you can run GLQuake, you should be able to run Darkplaces.

There is no way that I am going to (or in fact, can) port it to pure GLQuake, since it makes use of tons of Darkplaces extensions in QC.


Which extensions? I've been adding some to my engine, would be nice to get some compatibility with this.
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Postby Team Xlink » Wed Nov 18, 2009 9:03 pm

Wrong quote. I'm am sorry for the misunderstanding.
Last edited by Team Xlink on Wed Nov 18, 2009 9:15 pm, edited 2 times in total.
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Postby Downsider » Wed Nov 18, 2009 9:07 pm

Team Xlink wrote:
Downsider wrote:
lth wrote:This is a darkplaces-only mod. If you can run GLQuake, you should be able to run Darkplaces.

There is no way that I am going to (or in fact, can) port it to pure GLQuake, since it makes use of tons of Darkplaces extensions in QC.


Which extensions? I've been adding some to my engine, would be nice to get some compatibility with this.


He has refused to release the source.

It is on the kurok forums.

Here is the feature list he gave out:

model : mdl, md2, md3;
sprites : spr, spr32(dp);
brush : qbsp, hlbsp.
images : jpg, tga, png, pcx, -bmp(Will be); with (swizzle&resample) support;
QMB,Q3 particles; (test)
decals(not work/will be)
detail/bumpmaps (from gfx/detail/(texturename)) ;
Full Bright Color for textures;
and
skybox (from kurok / i fixed code (preflip)) and support images for skybox;
color lightmaps (from kurok / and for hlbsp);
fog(from kurok | i fixed);


That has nothing to do with what I'm talking about -_-
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Postby Team Xlink » Wed Nov 18, 2009 9:09 pm

Sorry, I just realized you weren't quoting UrbanKid, I am sorry.

EDIT: Didn't want to double Post.

I too was wondering which extensions because this mod is very nice and compatibility would be awesome.
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Postby Spike » Wed Nov 18, 2009 9:22 pm

lets see...

prydon cursor
frik_file
viewmodelforclient

at least.
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Postby Downsider » Wed Nov 18, 2009 9:33 pm

Spike wrote:lets see...

prydon cursor
frik_file
viewmodelforclient

at least.


Prydon cursor; isn't that in GLQuake, though? At least when I played Prydon Gate, I used vanilla GLQuake :O!
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Postby lth » Wed Nov 18, 2009 9:45 pm

From a cursory scan through dpextensions.qc, I believe that The Horror uses the following extensions:

DP_ENT_ALPHA, DP_EF_NODEPTHTEST, DP_EF_ADDITIVE, DP_SND_STEREOWAV, DP_ENT_LOWPRECISION, DP_EF_RED, DP_EF_BLUE, DP_SV_MODELFLAGS_AS_EFFECTS, DP_EF_FLAME, DP_TE_FLAMEJET, DP_EF_FULLBRIGHT, DP_ENT_COLORMOD, DP_ENT_GLOW, DP_ENT_SCALE, DP_ENT_VIEWMODEL, DP_GFX_EXTERNALTEXTURES, DP_MOVETYPEFOLLOW, DP_QC_FINDCHAIN, DP_MOVETYPEBOUNCEMISSILE, DP_QC_MINMAXBOUND, DP_QC_MULTIPLETEMPSTRINGS, DP_QC_RANDOMVEC,
DP_QC_STRING_CASE_FUNCTIONS, DP_QC_TRACEBOX, DP_QC_UNLIMITEDTEMPSTRINGS, DP_QC_VECTORVECTORS, DP_SV_DRAWONLYTOCLIENT, DP_TE_BLOOD, DP_TE_BLOODSHOWER, DP_TE_CUSTOMFLASH, DP_TE_EXPLOSIONRGB, DP_TE_PARTICLECUBE, DP_TE_PLASMABURN, DP_TE_STANDARDEFFECTBUILTINS, FRIK_FILE, PRYDON_CLIENTCURSOR, FTE_STRINGS
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Postby Downsider » Wed Nov 18, 2009 11:00 pm

*Yawn*

On second thought, I've got better things to do than sift through and copy up all those :roll:
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Postby lth » Wed Nov 18, 2009 11:07 pm

I thought you might change your mind :)
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Postby Baker » Thu Nov 19, 2009 12:49 am

Downsider wrote:He has refused to release the source.

It is on the kurok forums.

Here is the feature list he gave out:

model : mdl, md2, md3;
sprites : spr, spr32(dp);
brush : qbsp, hlbsp.
images : jpg, tga, png, pcx, -bmp(Will be); with (swizzle&resample) support;
QMB,Q3 particles; (test)
decals(not work/will be)
detail/bumpmaps (from gfx/detail/(texturename)) ;
Full Bright Color for textures;
and
skybox (from kurok / i fixed code (preflip)) and support images for skybox;
color lightmaps (from kurok / and for hlbsp);
fog(from kurok | i fixed);


It's great that some of these PSP engine modders don't release their sources. Because at that rate, there will never be a PSP engine worth a crap.

Open source is a productivity and peer review magnifier that speeds development, double checks errors.

Congrats to living in the stone age to that guy. Closed source ensures stone age refinement, stone age features and engines chalked full of bugs and major issues outside a coder's field of expertise.

I guarantee his engine will never hit "version 1" when he will supposed release his source because alone he does not have the talent or expertise to get there.

Closed source! It's by crappily coded, for people who like crap!
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Postby Team Xlink » Thu Nov 19, 2009 1:09 am

Baker wrote:
Downsider wrote:He has refused to release the source.

It is on the kurok forums.

Here is the feature list he gave out:

model : mdl, md2, md3;
sprites : spr, spr32(dp);
brush : qbsp, hlbsp.
images : jpg, tga, png, pcx, -bmp(Will be); with (swizzle&resample) support;
QMB,Q3 particles; (test)
decals(not work/will be)
detail/bumpmaps (from gfx/detail/(texturename)) ;
Full Bright Color for textures;
and
skybox (from kurok / i fixed code (preflip)) and support images for skybox;
color lightmaps (from kurok / and for hlbsp);
fog(from kurok | i fixed);


It's great that some of these PSP engine modders don't release their sources. Because at that rate, there will never be a PSP engine worth a crap.

Open source is a productivity and peer review magnifier that speeds development, double checks errors.

Congrats to living in the stone age to that guy. Closed source ensures stone age refinement, stone age features and engines chalked full of bugs and major issues outside a coder's field of expertise.

I guarantee his engine will never hit "version 1" when he will supposed release his source because alone he does not have the talent or expertise to get there.

Closed source! It's by crappily coded, for people who like crap!


He hates releasing the source code.


He once was an Engine coder on Flaming Ice, he got kicked off because he wouldn't give them the source code.
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Postby Baker » Thu Nov 19, 2009 1:24 am

Team Xlink wrote:He hates releasing the source code.


Sucks to be him. His engine won't go anywhere or ever get debugged and he'll have to write everything himself.

I've never seen a closed-source Quake engine worth a shit, frankly. There was XQuake, Hyperdrive and probably many others. Ever heard of them? Of course not. They get forgotten really quickly and are typically clunkers.

In fact, good single author Quake engines don't exist and the ones that appear to be from a single author, aren't actually single author engines but rather gained insight from other engines, feedback, discussion, tutorials or test implementations of ideas.

Which is to say peer-review and discussion = quality. Open source and collaboration = speed and power.

Which is why open source projects like Nexuiz build towering empires and closed source projects build tombstones.

Not really important, but a license violating author means the guy doesn't have enough social skills or common sense to be successful. And projects like that have to skulk around and live in the "ghettos" and the unbelly of the internet. Sounds like a winning formula to me!

Evolution: it weeds out bad practices.
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