new COM system

Post tutorials on how to do certain tasks within game or engine code here.
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revelator
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new COM system

Post by revelator »

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revelator
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Post by revelator »

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Spike
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Post by Spike »

also looses all indentation.
you probably ought to split the FS code out of that file anyway, tbh.
Downsider
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Post by Downsider »

use http://paste2.org/ or pastebin
revelator
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Post by revelator »

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revelator
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Baker
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Post by Baker »

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 ..
revelator
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Post by revelator »

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Spike
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Post by Spike »

sorry to criticise, but 285mb of bss is worthy criticism, imho.
revelator
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Post by revelator »

critizism is ok.

can an admin delete this post untill i have a version ready for clean source ? cause i cant.
revelator
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Post by revelator »

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.
revelator
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