the quake2 stuff
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the quake2 stuff
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
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
I've enabled the support for EF_NODRAW in quakeC
in the engine
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.
- 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.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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