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new COM system

Postby revelator » Thu Jun 17, 2010 8:09 pm

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Postby revelator » Thu Jun 17, 2010 8:11 pm

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Postby Spike » Thu Jun 17, 2010 9:51 pm

also looses all indentation.
you probably ought to split the FS code out of that file anyway, tbh.
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Postby Downsider » Thu Jun 17, 2010 11:50 pm

use http://paste2.org/ or pastebin
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Postby revelator » Fri Jun 18, 2010 3:14 am

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Postby revelator » Fri Jun 18, 2010 3:29 am

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Postby Baker » Fri Jun 18, 2010 3:34 am

Is this a tutorial for pk3 or compressed pk3?

Or something else?

(Yes technically it isn't a tutorial because nothing is being explained, but well ... it effectively works as a tutorial for me :D But I digress ...)

If this is for compressed pk3, unzOpen hasn't been defined anywhere above ...
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby revelator » Fri Jun 18, 2010 6:19 am

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Postby Spike » Fri Jun 18, 2010 9:42 am

sorry to criticise, but 285mb of bss is worthy criticism, imho.
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Postby revelator » Fri Jun 18, 2010 9:06 pm

critizism is ok.

can an admin delete this post untill i have a version ready for clean source ? cause i cant.
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Postby revelator » Mon Jul 12, 2010 10:22 am

for those who want to try hacking it in themselfes ill link my current source soon.

things to consider.

i replaced the hunk system with plain malloc calls so in some places you might have to look twice.

demos can not yet be run from pk3 need to rewrite that part.

might pilfer the code for other interresting bits like the

bumpmapping code. its quite ingenious and has little to no effect

on speed, the downside is that its unsupported on alias models

atm, because of the way it works by calculating the angles

from the player position instead of from the lightsource.
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Postby revelator » Tue Jul 13, 2010 8:50 am

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