hud translucent
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You're Great Baker
Keep up the good work. Now what is the best way to have a fix for the transparent HUD? That is our last problem. Or maybe you could guide me in the right direction of a code that doesn't count the invisible color as an alpha color.
Keep up the good work. Now what is the best way to have a fix for the transparent HUD? That is our last problem. Or maybe you could guide me in the right direction of a code that doesn't count the invisible color as an alpha color.
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Mexicouger wrote:You're Great Baker![]()
Keep up the good work. Now what is the best way to have a fix for the transparent HUD? That is our last problem. Or maybe you could guide me in the right direction of a code that doesn't count the invisible color as an alpha color.
I'll throw that in to the release. I might as well write it in it, besides I'd like the cl_sbar alpha to affect the Kurok HUD just as a mental exercise.
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 ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Mexicouger wrote:Can you make a thread and post your update please?
Only after the release.
However, this will be in the next several hours.
It would be done sooner, but I insist on drinking these beers first.
I credit myself with having a good sense of priorities.
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 ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
When you release, can you post a list of features that are new from Kurok? That would be very helpful. I can't wait for a release Baker
Good work!
Good work!
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Slight delay. I encountered a crash issue that I needed to resolve. I've located the source of the problem so I can resolve it now ... I am thin on time but I hope to release this tomorrow before 4 PM (USA Eastern Time Zone).
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 ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Mexicouger wrote:I was so excited D:
Well, anyways, Keep it up Baker. Are you adding HLBSP?
Yes and that's what I am having an issue with.
Kurok supports a skybox with its own palette that isn't the Quake palette. Adding Half-Life map support to the PSP engine is essentially creating a palette file for each Half-Life map texture and setting the palette when the texture is set.
I am battling some sort of annoying crash, I thought I knew what the deal was and seemed to trap the issue.
My time quality today is a bit low, but I'm hoping I can release it later today.
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 ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Baker wrote:Mexicouger wrote:I was so excited D:
Well, anyways, Keep it up Baker. Are you adding HLBSP?
Yes and that's what I am having an issue with.
Kurok supports a skybox with its own palette that isn't the Quake palette. Adding Half-Life map support to the PSP engine is essentially creating a palette file for each Half-Life map texture and setting the palette when the texture is set.
I am battling some sort of annoying crash, I thought I knew what the deal was and seemed to trap the issue.
My time quality today is a bit low, but I'm hoping I can release it later today.
ok. Wel i hope you can do it (and you can do it
Just random things that would be nice to have too.
ingame keyboard (i mean when you are ingame and you can use it to chat. Idr what was the keyboard caled (danzef if i real remeber)
doupletap/hold buttons (psp stupid button limitations
md3
sry for asking thease but they would be nice to have (if you know what i mean
- Jukki
- Posts: 214
- Joined: Wed Apr 07, 2010 4:59 am
Jukki, this isn't some engine where he is throwing crap into an engine. He is practically making Proquakes engine for the psp. So he is adding the features from proquakex, Not the features that "you" want.
His engine will be out soon, so check out the features then.
His engine will be out soon, so check out the features then.
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Jukki wrote:ok. Wel i hope you can do it (and you can do it)
Just random things that would be nice to have too.
ingame keyboard (i mean when you are ingame and you can use it to chat. Idr what was the keyboard caled (danzef if i real remeber)
doupletap/hold buttons (psp stupid button limitations
md3
sry for asking thease but they would be nice to have (if you know what i mean
You forgot the part where you say "and while you're there, make me a sandwich".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Jukki wrote:doupletap/hold buttons (psp stupid button limitations
Might happen eventually. The button limitation causes problems. Another option might be treating the LTRIGGER as shift key except if it is held down for more than, say, 250 ms.
md3
If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.
md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.
Last edited by Baker on Fri Oct 15, 2010 4:53 pm, edited 1 time in total.
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 ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Baker wrote:md3
If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.
md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.
MD3 could be used for vehicles. Multiparts for wheels, doors, etc...
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
DusterdooSmock wrote:Baker wrote:md3
If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.
md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.
MD3 could be used for vehicles. Multiparts for wheels, doors, etc...
Baker wrote:If a complicated model isn't going to run well on a psp and will use a crapton of memory
Sorry, no PSP Halo clone will have Warthogs.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
DusterdooSmock wrote:Baker wrote:md3
If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.
md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.
MD3 could be used for vehicles. Multiparts for wheels, doors, etc...
Without CSQC you would not be able to control any of that so it wouldn't get you anything.
I have absolutely no intention of adding CSQC.
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 ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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