new COM system
new COM system
deleted
Last edited by revelator on Fri Jun 18, 2010 9:09 pm, edited 2 times in total.
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 But I digress ...)
If this is for compressed pk3, unzOpen hasn't been defined anywhere above ...
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 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? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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.
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.