Search found 38 matches

by TimeServ
Fri Aug 12, 2011 12:10 am
Forum: General Discussion
Topic: CSQC Standards: Lets bridge the Great Divide
Replies: 9
Views: 3639

float(string effectname) particleeffectnum = #335;
Returns 0 in FTE for a non-existent effect, but -1 in DarkPlaces.

FTE appears to be pretty promiscuous with it's csprogs, and will accept almost anything.

I looked at the DarkPlaces repo and I think the latest revisions are more forgiving of ...
by TimeServ
Sun Aug 07, 2011 8:20 am
Forum: Engine Programming
Topic: Daikatana alpha's palette...
Replies: 22
Views: 7029

Not sure what you'd need as an example.

For your BSP loader you'd most likely adjust the dheader_t structure (most likely by adding or changing the #define constants I listed), and modify your BSP texture loader to use the palette referenced in the new lump entry index (i.e. header->lumps[LUMP ...
by TimeServ
Fri Aug 05, 2011 6:35 am
Forum: Engine Programming
Topic: Daikatana alpha's palette...
Replies: 22
Views: 7029

The DK alpha BSPs have 2 extra lumps compared to Q1 BSP for a map palette and colormap (i.e. they expanded HEADER_LUMPS to 17 and now have LUMP_PALETTE 15 and LUMP_COLORMAP 16 in their code probably).

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by TimeServ
Mon Jul 25, 2011 12:12 am
Forum: General Discussion
Topic: Artill mod
Replies: 3
Views: 1553

Is it me or is this incredibly hard? Most rockets hardly ever reach the needed height, they are slow and the airships take several hits to go down with most of them.

As I said, this is more of a demonstration and not really much of a game. I had other intentions for the mod at first and at some ...
by TimeServ
Fri Jul 22, 2011 12:41 pm
Forum: General Discussion
Topic: Artill mod
Replies: 3
Views: 1553

Artill mod

DarkPlaces version: http://triptohell.info/tsrv/artill/artilldp-07222011.zip
FTE version: http://triptohell.info/tsrv/artill/artillfte-07222011.zip
QuakeC source: http://triptohell.info/tsrv/artill/artillsrc-07222011.zip

This is a mod in which you're a tank shooting down planes and that's pretty ...
by TimeServ
Fri Apr 29, 2011 1:32 pm
Forum: General Discussion
Topic: QuakeDev.com downtime and request for archival
Replies: 90
Views: 71190

What's going to happen with the domain name? I wouldn't want to see a generic domain squatter page come up and all after a while.

Also maybe I missed this but why exactly does the hosting cost $130/month? How much traffic did quakedev use per month? I'm just curious.
by TimeServ
Sat Apr 16, 2011 1:09 am
Forum: QuakeC Programming
Topic: QuakeC BNF
Replies: 6
Views: 3004

Re: QuakeC BNF

As far as I know no one has ever taken the time to write a BNF/EBNF for QuakeC and there's no formal language definition.

Base id QuakeC wouldn't be too difficult to write a BNF for I would think. It's just someone would have to bother with the effort. For variants such as FTEQCC though I'm not ...
by TimeServ
Thu Apr 14, 2011 8:00 pm
Forum: General Discussion
Topic: Psp. Hated and loved
Replies: 14
Views: 5989

That must've been a pain to type all that on an iPhone. Especially things like "IzThER3Z A Hal0Lz F0r pzp". At first glance I thought that I should be annoyed at the content of this post but I get the feeling I should be looking at this as some sort of abstract art. Alas I've never been one to ...
by TimeServ
Tue Mar 22, 2011 1:44 am
Forum: Engine Programming
Topic: Fog in WinQuake
Replies: 28
Views: 5747

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It's really too bad the software renderer is the worst code to go through...
by TimeServ
Mon Mar 21, 2011 8:22 am
Forum: Engine Programming
Topic: Fog in WinQuake
Replies: 28
Views: 5747

Kinda what I was talking about.. also this technically isn't fog.

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by TimeServ
Sun Mar 20, 2011 5:19 am
Forum: Engine Programming
Topic: Fog in WinQuake
Replies: 28
Views: 5747

Quake's lack of color variance makes any palette changes or attempts to fit it into 8/16-bit generic color palettes suffer too much. Maybe the fog might look better if your fog colormaps tried fitting to a Quake palette color ramp per distance instead of a straight up blend or something like that ...
by TimeServ
Mon Mar 14, 2011 2:42 am
Forum: QuakeC Programming
Topic: QTest Progs.dat source?
Replies: 17
Views: 5094

The converted progs only works on FTE nightly and partially at that so it's not really usable anyway. If you really want the disassembly.. well uh here you go. I hope you know your QuakeC assembly.
by TimeServ
Sun Mar 13, 2011 8:55 pm
Forum: QuakeC Programming
Topic: QTest Progs.dat source?
Replies: 17
Views: 5094

I converted the v3 progs into v6 and decompiled it.
by TimeServ
Tue Mar 08, 2011 11:37 pm
Forum: Engine Programming
Topic: What do you guys think ?
Replies: 15
Views: 4686

It's a shame that CSQC is so complex and over-engineered. If it was possible to cut it down to the bare bones - i.e. a basic client-side scripting language that just ran some code, as opposed to this monster that interacts with entities and protocols and does a hostile takeover of so much of the ...
by TimeServ
Tue Mar 01, 2011 5:53 am
Forum: Engine Programming
Topic: Quake Video Code Rant
Replies: 33
Views: 8761

Well really FTE doesn't have a software renderer because I woke up one day and decided to remove the entire software renderer code because I was sick of looking at that and then committed that change in. So really I'm the one to blame for that. Spike just didn't feel like getting into a commit war ...