Small Little Fun Things ;-)
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Small Little Fun Things ;-)
Small little fun things:
1. In every non-DarkPlaces NetQuake engine, doing chase_active 1 and you can spin around when dead. This is silly. DarkPlaces moved Chase_Update to near the beginning of view calculations instead of having it at the end. He also exempted it from a couple of calculations. As a result, a dead player in DarkPlaces using chase_active 1 can't spin around from their perspective.
2. Mirror fails. The original Quake and even FTEQW 3343 (haven't even got to use the new one) go through the mirrory stuff and it changes the leaf the the engine thinks you are in. So if you stare into the mirror, you hear sky ambients and might even have the sky contents clear color. It needs to restore the r_viewleaf and friends. But I'm getting ready to play with a combination of FTEQW's mirror code and Qrack's stencil shadow code and take a stab at "security cameras". (I need both since I'm not going to be using shaders).
3. In most engines you declare the cvars like such ...
And a compiler like GCC will dislike that this "hard" memory reference is part of a structure that isn't a const. Well, you can take advantage of that!
Have the "15" not server as a "value string" but the "engine default string". And make it const. You get the lovely side effect (more than likely) of a couple of access violations trying to write to that string. Like the net_main.c trying to mess with the string value of "hostname".
1. In every non-DarkPlaces NetQuake engine, doing chase_active 1 and you can spin around when dead. This is silly. DarkPlaces moved Chase_Update to near the beginning of view calculations instead of having it at the end. He also exempted it from a couple of calculations. As a result, a dead player in DarkPlaces using chase_active 1 can't spin around from their perspective.
2. Mirror fails. The original Quake and even FTEQW 3343 (haven't even got to use the new one) go through the mirrory stuff and it changes the leaf the the engine thinks you are in. So if you stare into the mirror, you hear sky ambients and might even have the sky contents clear color. It needs to restore the r_viewleaf and friends. But I'm getting ready to play with a combination of FTEQW's mirror code and Qrack's stencil shadow code and take a stab at "security cameras". (I need both since I'm not going to be using shaders).
3. In most engines you declare the cvars like such ...
- Code: Select all
cvar_t cl_whatever {"cl_whatever", "15"}
And a compiler like GCC will dislike that this "hard" memory reference is part of a structure that isn't a const. Well, you can take advantage of that!
Have the "15" not server as a "value string" but the "engine default string". And make it const. You get the lovely side effect (more than likely) of a couple of access violations trying to write to that string. Like the net_main.c trying to mess with the string value of "hostname".
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: Small Little Fun Things ;-)
hehe yeah all sorts of minor buggers
the cvar thing is even worse on the open watcom compiler i long since dropped trying to port it to that compiler. strict is ok but some stuff is just hilarious hehe
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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