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the quake2 stuff

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the quake2 stuff

Postby leileilol » Wed Mar 11, 2009 7:20 am

has anyone fooled around a bit with the extra quake2 bits in the quake source (NOT QUAKE2 SOURCE)? Are they even functional? I never tried myself
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Postby r00k » Wed Mar 11, 2009 5:32 pm

I've enabled the support for EF_NODRAW in quakeC

Code: Select all
self.effects = self.effiects | EF_NODRAW


in the engine

Code: Select all
//#ifdef QUAKE2
      // don't send if flagged for NODRAW and there are no lighting effects
      if (ent->v.effects == EF_NODRAW)
         continue;
      //#endif


Which is nice cause I can temporarily make an entity invisible without messing with setmodel etc.

But on a serious note, it would be cool to see a list of things that would be half working.
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Postby metlslime » Thu Mar 12, 2009 9:12 am

the skybox code mostly worked, if i recall correctly. TGA and PCX loading worked too, though I have since found bugs in both (didn't support the "upside-down" flag in TGAs, and failed miserably on non-square PCXs.)
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Postby mh » Thu Mar 12, 2009 10:02 am

Yeah, the PCX code uses an x for one of the dimensions where it should use a y; in the loop if memory serves. Change that and it works fine.
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