Im tired, so I prob got some bits wrong here, but at a glance, it seems that theres a runaway loop, and looking at the New weapon cycle functions you've wrote,
your using while(1) loops, meaning there must be either a return, or a break to the loop.
Inside your loops, you set am = 0; constantly, i ...
Search found 45 matches
- Thu Dec 29, 2011 6:37 pm
- Forum: QuakeC Programming
- Topic: weapon slots
- Replies: 2
- Views: 1380
- Thu Dec 29, 2011 6:26 pm
- Forum: Modeling
- Topic: DarkPlaces - Model Shadows.
- Replies: 4
- Views: 4515
Re: DarkPlaces - Model Shadows.
I thought alphashadow only applied when using the standard q3bsp lightmapping?
If i recall correct, thats exactly what it's for.
Unless your telling me DP has something like dpalphashadow? I've never heard of such a thing, but alot of DP's stuff seems undocumented so, it might exist.
But the ...
If i recall correct, thats exactly what it's for.
Unless your telling me DP has something like dpalphashadow? I've never heard of such a thing, but alot of DP's stuff seems undocumented so, it might exist.
But the ...
- Sat Dec 24, 2011 3:10 pm
- Forum: General Discussion
- Topic: Xmas Gubbins.
- Replies: 8
- Views: 2932
Re: Xmas Gubbins.
I'd never thought of that actually mh, I cant see why I couldnt do skyboxes for sky1 and sky4 for standard Q1 replacements.
If there's engines out there that can use a normal skybox, but also do a scrolling cloud layer on it, ( sphereical shape I'd guess ), I could probably do the cloud layer ...
If there's engines out there that can use a normal skybox, but also do a scrolling cloud layer on it, ( sphereical shape I'd guess ), I could probably do the cloud layer ...
- Sat Dec 24, 2011 1:47 pm
- Forum: General Discussion
- Topic: Xmas Gubbins.
- Replies: 8
- Views: 2932
Xmas Gubbins.
'Ello,
Maybe had a drink to many, who knows, but as it's that time of year to be giving stuff, I'm giving some skyboxes away from my current project.
Skyboxes are 1024x1024 .tga's, do whatever you want with em, but if you do something cool, I'd be interested to see some screenshots.
Here's some ...
Maybe had a drink to many, who knows, but as it's that time of year to be giving stuff, I'm giving some skyboxes away from my current project.
Skyboxes are 1024x1024 .tga's, do whatever you want with em, but if you do something cool, I'd be interested to see some screenshots.
Here's some ...
- Thu Dec 22, 2011 12:00 pm
- Forum: Engine Programming
- Topic: Improve lightmap resolution
- Replies: 23
- Views: 5777
Re: Improve lightmap resolution
I assume your using q1bsp, in which case, Spike's suggestion is probably the better way to try and increase the quality of the lightmap.
On the other hand, if you can get away with using q3bsp's, q3map2 allows lightmaps to be better quality by either assigning "_lightmapscale" to a bunch of brushes ...
On the other hand, if you can get away with using q3bsp's, q3map2 allows lightmaps to be better quality by either assigning "_lightmapscale" to a bunch of brushes ...
- Thu Dec 22, 2011 11:54 am
- Forum: Engine Programming
- Topic: Darkplaces Realtime Ambient Occlusion?
- Replies: 3
- Views: 1723
Re: Darkplaces Realtime Ambient Occlusion?
I think what you're looking for is this:
r_shadow_bouncegrid - "Perform particle tracing for Indirect Lighting ( Global Illumination / Radiosity )"
I've had a play with this, and it certainly looks cool. Mine didnt seem to update itself in realtime tho, even with setting the updateinterval ...
r_shadow_bouncegrid - "Perform particle tracing for Indirect Lighting ( Global Illumination / Radiosity )"
I've had a play with this, and it certainly looks cool. Mine didnt seem to update itself in realtime tho, even with setting the updateinterval ...
- Mon Dec 05, 2011 7:29 pm
- Forum: CSQC Programming
- Topic: CSQC Particle Emitters ( DP only at the moment. )
- Replies: 2
- Views: 2812
Re: CSQC Particle Emitters ( DP only at the moment. )
CSQC Side:
Now, the filename's I mention here could and probably are different to the filenames of what your CSQC codebase is, you should not have much problems finding
your version of the file I refer to, if you've managed to follow whats going on so far thru this "tutorial".
Ok, so, at the ...
Now, the filename's I mention here could and probably are different to the filenames of what your CSQC codebase is, you should not have much problems finding
your version of the file I refer to, if you've managed to follow whats going on so far thru this "tutorial".
Ok, so, at the ...
- Mon Dec 05, 2011 7:10 pm
- Forum: CSQC Programming
- Topic: CSQC Particle Emitters ( DP only at the moment. )
- Replies: 2
- Views: 2812
Re: CSQC Particle Emitters ( DP only at the moment. )
SSQC Side:
Firstly, in "defs.qc", at the bottom:
// QRV : Particle Effect Emitters ( mapfx )
.float emitter_active;
.string emitter_fx;
// QRV : CSQC Stuff
float ENT_PARTICLE_EMITTER = 4;
.float enttype;
Now, I'm using DarkPlaces release win32 build from 28th, June, 2011, and my SSQC uses ...
Firstly, in "defs.qc", at the bottom:
// QRV : Particle Effect Emitters ( mapfx )
.float emitter_active;
.string emitter_fx;
// QRV : CSQC Stuff
float ENT_PARTICLE_EMITTER = 4;
.float enttype;
Now, I'm using DarkPlaces release win32 build from 28th, June, 2011, and my SSQC uses ...
- Mon Dec 05, 2011 6:54 pm
- Forum: CSQC Programming
- Topic: CSQC Particle Emitters ( DP only at the moment. )
- Replies: 2
- Views: 2812
CSQC Particle Emitters ( DP only at the moment. )
Hello,
A couple of things to note about this post, this is code from my current project which I've tried to clean up and make in to a "tutorial" of sorts, because Motorsep
asked me to release the code in IRC.
I'd also like to say both thank you and sorry to Spike, as his help via IRC with some of ...
A couple of things to note about this post, this is code from my current project which I've tried to clean up and make in to a "tutorial" of sorts, because Motorsep
asked me to release the code in IRC.
I'd also like to say both thank you and sorry to Spike, as his help via IRC with some of ...
- Wed Nov 23, 2011 1:49 pm
- Forum: Mapping
- Topic: FIXD:Strange things happening in q3bsp map within DarkPlaces
- Replies: 1
- Views: 2061
Re: Strange things happening in q3bsp map within DarkPlaces.
SOLVED:
After some tedious messing around with config.cfg's, I have my r_hdr_glowintensity set to 8 for some effects I use.
Even with r_bloom and r_hdr set to 0, the r_hdr_glowintensity effects _glow textures.
The new high-res monster skins have very strange _glow textures, and with r_hdr ...
After some tedious messing around with config.cfg's, I have my r_hdr_glowintensity set to 8 for some effects I use.
Even with r_bloom and r_hdr set to 0, the r_hdr_glowintensity effects _glow textures.
The new high-res monster skins have very strange _glow textures, and with r_hdr ...
- Wed Nov 23, 2011 12:51 pm
- Forum: Mapping
- Topic: FIXD:Strange things happening in q3bsp map within DarkPlaces
- Replies: 1
- Views: 2061
FIXD:Strange things happening in q3bsp map within DarkPlaces
Making a map for use within DarkPlaces, NetRadiant editor from the Nexuiz download, technically have no problems making the map, compiling it.
However, observe this picture:
http://i43.tinypic.com/333g000.jpg
Two problems here, why are the zombies fullbright? Theres a light on the little ...
However, observe this picture:
http://i43.tinypic.com/333g000.jpg
Two problems here, why are the zombies fullbright? Theres a light on the little ...
- Tue Nov 22, 2011 2:04 pm
- Forum: General Discussion
- Topic: Suggestions for LordHavoc's Darkplaces
- Replies: 18
- Views: 7688
Re: Suggestions for LordHavoc's Darkplaces
Also, can we have multi-pass Q3 shaders?
The most common example for this would be for sky layers, although using skybox's is great, they just dont feel right for Q1.
EDIT:
Also, when using r_editlights 1 to modifiy RTLight, can we have some kind of wireframe/transparent sphere to show RTLight ...
The most common example for this would be for sky layers, although using skybox's is great, they just dont feel right for Q1.
EDIT:
Also, when using r_editlights 1 to modifiy RTLight, can we have some kind of wireframe/transparent sphere to show RTLight ...
- Sun Nov 20, 2011 7:09 pm
- Forum: QuakeC Programming
- Topic: Impacts in water using darkplaces
- Replies: 15
- Views: 4565
Re: Impacts in water using darkplaces
I've not looked into CSQC at all yet, but I've been reading bits about it here and there, from what I understand, yes, most of this splash effect could be moved to CSQC, and would indeed probably be better.
As I've not looked into CSQC much yet, if anyone could prehaps show a method of porting ...
As I've not looked into CSQC much yet, if anyone could prehaps show a method of porting ...
- Sun Nov 20, 2011 2:52 pm
- Forum: General Discussion
- Topic: Suggestions for LordHavoc's Darkplaces
- Replies: 18
- Views: 7688
Re: Suggestions for LordHavoc's Darkplaces
Sorry to Necro this, but I have a request for DarkPlaces engine feature.
I would really love to have the ability to use normal maps, specular maps and have particles light correctly by dynamic lights.
Maybe the normal maps and specular maps are not needed, but what I'm after is the ability to make ...
I would really love to have the ability to use normal maps, specular maps and have particles light correctly by dynamic lights.
Maybe the normal maps and specular maps are not needed, but what I'm after is the ability to make ...
- Sun Nov 20, 2011 2:39 pm
- Forum: QuakeC Programming
- Topic: Impacts in water using darkplaces
- Replies: 15
- Views: 4565
Re: Impacts in water using darkplaces
Actually, I think I prob typo'd lol.
try h2ohit1.wav, or better yet, open the original iD pak's, and look in the sound folders yourself.
Also, after watching your video, what your splash needs is a ripple ring.
I dont have time now to look into making one myself, but you basically just need a ...
try h2ohit1.wav, or better yet, open the original iD pak's, and look in the sound folders yourself.
Also, after watching your video, what your splash needs is a ripple ring.
I dont have time now to look into making one myself, but you basically just need a ...