QuakeSrc archive?
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QuakeSrc archive?
Hi all,
Anyone got an archive of the old Engine tuts that were on Quakesrc?
Anyone got an archive of the old Engine tuts that were on Quakesrc?
- ArchAngel
- Posts: 37
- Joined: Fri Jun 03, 2011 7:33 pm
what could be rescued is here.
viewtopic.php?t=1213
the bits and pieces posted in the general programming forums are sadly lost though.
viewtopic.php?t=1213
the bits and pieces posted in the general programming forums are sadly lost though.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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Roo Holidays
Fear not the dark, but what the dark hides.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Thanks both.
I wasn't looking for anything in particular, but I've been away from the Quake scene since before Quakesrc died properly the second time and I'm just dipping my toe back in by playing with SharpQuake... problem is I don't think it fixes a lot of the basic stuff we had working. Gonna start with trying to get animation interpolation back in (though I think that came from a QER tut thinking about it
)
Edit:
Might have a chat with Tomaz about how he built the progs QC stuff back into the engine while I'm at it.
I wasn't looking for anything in particular, but I've been away from the Quake scene since before Quakesrc died properly the second time and I'm just dipping my toe back in by playing with SharpQuake... problem is I don't think it fixes a lot of the basic stuff we had working. Gonna start with trying to get animation interpolation back in (though I think that came from a QER tut thinking about it
Edit:
Might have a chat with Tomaz about how he built the progs QC stuff back into the engine while I'm at it.
- ArchAngel
- Posts: 37
- Joined: Fri Jun 03, 2011 7:33 pm
should be some posts here somewhere from mh fixing up a few things.
one i remember was in CL_ParseUpdate resetting some interpolation vars.
ah aye.
somewhere after if (model != ent->model)
put this
// if the model has changed we must also reset the interpolation data
// pose1 and pose2 are critical as they might be pointing to invalid frames in the new model!!!
ent->frameStartTime = 0;
ent->frameInterval = 0;
ent->pose1 = ent->pose2 = 0;
ent->translateStartTime = 0;
ent->origin1[0] = ent->origin1[1] = ent->origin1[2] = 0;
ent->origin2[0] = ent->origin2[1] = ent->origin2[2] = 0;
ent->rotateStartTime = 0;
ent->angles1[0] = ent->angles1[1] = ent->angles1[2] = 0;
ent->angles2[0] = ent->angles2[1] = ent->angles2[2] = 0;
i do it right after ent->model = model;
but have alook in the threads plenty of fixes
one i remember was in CL_ParseUpdate resetting some interpolation vars.
ah aye.
somewhere after if (model != ent->model)
put this
// if the model has changed we must also reset the interpolation data
// pose1 and pose2 are critical as they might be pointing to invalid frames in the new model!!!
ent->frameStartTime = 0;
ent->frameInterval = 0;
ent->pose1 = ent->pose2 = 0;
ent->translateStartTime = 0;
ent->origin1[0] = ent->origin1[1] = ent->origin1[2] = 0;
ent->origin2[0] = ent->origin2[1] = ent->origin2[2] = 0;
ent->rotateStartTime = 0;
ent->angles1[0] = ent->angles1[1] = ent->angles1[2] = 0;
ent->angles2[0] = ent->angles2[1] = ent->angles2[2] = 0;
i do it right after ent->model = model;
but have alook in the threads plenty of fixes
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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