List of interesting engine topics/tutorial ideas
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Mexicouger wrote:You are totally overlooking my point.
But whatever. Just do new projects. I guess we will or will not see the light of day of your older projects.
sometimes you need a break from one thing so that you can come back to it and give it even better attention.
and baker here's those files you needed . sorry it took so long i was with my girl all last night.
http://www.megaupload.com/?d=VPOMAMNE
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Coming pretty well. Got my HUD done, and I have ported a few features from DQuake to it, like glowing models, HLBSP, MD2 etc
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Mexicouger wrote:Coming pretty well. Got my HUD done, and I have ported a few features from DQuake to it, like glowing models, HLBSP, MD2 etc
not to sound rude or anything. but whats the point of md2? isnt it still limited in the fact that there are no bones or tagging features?
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: List of interesting engine topics/tutorial ideas
Hi Baker,
Umm no, not yet. Our uhexen2 has it, though (see in_sdl.c), maybe I port over to quakespasm.
Well, those *.xm files can be played back without fmod. (and yes, I despise those engines using fmod.) See quakespasm svn repo: one only needs adding a codec using mikmod or modplug.
I had done some work for this, i.e. early read of cvars from config, in the uhexen2 source (see cfgfile.c & co.) Not the best of things, surely, but works just fine there. Maybe worth adding to quakespasm?
Patches are welcome
Baker wrote:3. Adding 5 button mouse support under the SDL scheme. (Does Quakespasm have this)
Umm no, not yet. Our uhexen2 has it, though (see in_sdl.c), maybe I port over to quakespasm.
2. A tutorial to add Nehahra support without support for those .xm music files (I'm not a fan of fmod).
Well, those *.xm files can be played back without fmod. (and yes, I despise those engines using fmod.) See quakespasm svn repo: one only needs adding a codec using mikmod or modplug.
7. Some mechanism to store "base" options somewhere other than config.cfg for immediate load of video options/mouse preferences and establish a 2-tier "cvar" system where certain cvars are not considered gamedir related (video mode, dinput)
I had done some work for this, i.e. early read of cvars from config, in the uhexen2 source (see cfgfile.c & co.) Not the best of things, surely, but works just fine there. Maybe worth adding to quakespasm?
9. Fixing FitzQuake SDL so that menu.c isn't messing with the mouse capture and instead putting that code in some sort of equivalent of GL_EndRendering (or whatever it is) like Windows does. Or perhaps moving that stuff out of GL_EndRendering into a separate function and calling it immediately after GL_EndRendering since it really doesn't belong in there in my opinion.
Patches are welcome
- szo
- Posts: 132
- Joined: Mon Dec 06, 2010 4:42 pm
whatever is easiest to export to...
md2 isn't that different from mdl. more regular skinning (not applicable past the loader), per-frame scaling rather than per model is one plus, although that might be considered a downside too. One true advantage is that its textures are always stored externally, which means its easy to use a tga instead of a pcx, but yeah, whatever is easiest to export to.
md2 isn't that different from mdl. more regular skinning (not applicable past the loader), per-frame scaling rather than per model is one plus, although that might be considered a downside too. One true advantage is that its textures are always stored externally, which means its easy to use a tga instead of a pcx, but yeah, whatever is easiest to export to.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
mdl and md2 both have 8-bit precision. both have a 'scale' and 'offset' field that say how far apart each graduation is etc. the difference is purely that with md2 those are stored per-frame, while mdl has a single scale/offset per model. most q2 exporters make use of this... thus verticies move around slightly as frames change with q2, but not mdl, because their scale changes for every frame, and its not actually possible to have the same exact coord in every frame. this is most noticable in models which have one moving part and one non-moving part (ie: a hand). md3 has 1/64th precision only, doesn't even have per-model scales, but then md3 has 16bit precision, so it can get away with it, so nothing moves simply because you moved a single vertex somewhere at the edge.
mdl+md2 suck for editing. :)
mdl+md2 suck for editing. :)
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: List of interesting engine topics/tutorial ideas
szo wrote:Hi Baker,Baker wrote:3. Adding 5 button mouse support under the SDL scheme. (Does Quakespasm have this)
Umm no, not yet. Our uhexen2 has it, though (see in_sdl.c), maybe I port over to quakespasm.
Thanks for infos. If I do any stuff useful to Quakespasm, I'll probably post some links in the Quakespasm thread @ Func.
Kind of neat there are a few different active mods of FitzQuake SDL/Quakespasm like stuff that MH and RMQ is doing and the stuffs I am doing. I admit I don't know if you are part of the Quakespasm team or just doing some stuffs for Spirit, but the more the merrier.
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
Re: List of interesting engine topics/tutorial ideas
Baker wrote:if you are part of the Quakespasm team
Yes, I am
Baker wrote:... or just doing some stuffs for Spirit
I don't know who does what some stuff for whatever reason for spirit (???)
Baker wrote:Thanks for infos. If I do any stuff useful to Quakespasm, I'll probably post some links in the Quakespasm thread @ Func.
That would be appreciated, thanks.
- szo
- Posts: 132
- Joined: Mon Dec 06, 2010 4:42 pm
leileilol wrote:DUMB ogg and mod playback into the quake sound system.
HINTHINTHINT FOR HoT HINTHINTHINTHINT
I already ported uhexen2 music system to quakespasm.
leileilol wrote:(It works on djgpp too iirc)
Oh yes (only mp3 though, due to the predictable malloc behavior of libmad)
- szo
- Posts: 132
- Joined: Mon Dec 06, 2010 4:42 pm
Everyone is my slave. Muuuhhhaahhahaha!
Not sure what Baker meant either.
Ogg Vorbis for quakespasm is pretty much done by the way.
Not sure what Baker meant either.
Ogg Vorbis for quakespasm is pretty much done by the way.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
- szo
- Posts: 132
- Joined: Mon Dec 06, 2010 4:42 pm
31 posts
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