Search found 23 matches

by Johnny Law
Sun Jun 12, 2016 5:15 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 102179

Re: qbismSuper8 builds

/So I get 99.9% feedback from smart people and 0% Steam knobs. Its a match made in heaven! :twisted: :twisted: Clever plan, but I thumb my nose at it! I keep recommending FMV to riff-raff on Steam and reddit. Especially the ones looking for a modern software renderer that does widescreen and soundt...
by Johnny Law
Tue Feb 02, 2016 5:05 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 102179

Re: qbismSuper8 builds

That's pretty slick, I'm looking forward to trying it out. A software-renderer engine that rolls pretty close to WinQuake feel but with options for the "modern conveniences" (bsp2 support, soundtrack file support, colored lighting) is a great thing to have available. (I liked Super8 a lot ...
by Johnny Law
Thu Jul 23, 2015 9:57 pm
Forum: General Programming
Topic: How to create 256x256 32-bit PNG icons for Windows?
Replies: 7
Views: 4634

Re: How to create 256x256 32-bit PNG icons for Windows?

Or I guess specifically you were looking for 32-bit, so I also tried that: https://dl.dropboxusercontent.com/u/116 ... /test2.ico
by Johnny Law
Thu Jul 23, 2015 9:54 pm
Forum: General Programming
Topic: How to create 256x256 32-bit PNG icons for Windows?
Replies: 7
Views: 4634

Re: How to create 256x256 32-bit PNG icons for Windows?

A quick test with GIMP on my Mac: - Created a 256x256 image in RGB color format. - Chose to export as a Windows Icon (.ico) file. - The export dialog gives me color depth/palette options as well as a checkbox for PNG compression. That might be what you want? My test output file (which should be 24-b...
by Johnny Law
Mon Aug 18, 2014 1:32 am
Forum: Engine Programming
Topic: DP vs. user folder (Windows)
Replies: 6
Views: 1631

Re: DP vs. user folder (Windows)

Try using -nohome on the command line.
by Johnny Law
Tue Aug 12, 2014 4:19 am
Forum: Engine Programming
Topic: crosshairs in reQuiem (JoeQuake)
Replies: 11
Views: 2511

Re: crosshairs in reQuiem (JoeQuake)

In fact, it conforms to this ... Interesting. With the built-in crosshair graphics, crosshair 1 & 5 don't adhere to that spec, but 2/3/4/6 do. It does explain the offset math used for the custom crosshair graphics, but subpixel shifts are useless as well as ugly for these kinds of images with n...
by Johnny Law
Sun Aug 10, 2014 6:04 am
Forum: Engine Programming
Topic: crosshairs in reQuiem (JoeQuake)
Replies: 11
Views: 2511

Re: crosshairs in reQuiem (JoeQuake)

I've no idea what the ofs stuff is about. it could be to counter other offsets elsewhere. That's the part that really baffles me. Imagine a custom 4x4 crosshair image. That original code would map it onto an 8x8 quad that is off-center by a whole pixel. Now imagine blowing that image up with simple...
by Johnny Law
Sat Aug 09, 2014 3:07 pm
Forum: Engine Programming
Topic: crosshairs in reQuiem (JoeQuake)
Replies: 11
Views: 2511

crosshairs in reQuiem (JoeQuake)

Second in my current HAY WHATS UP WITH THIS series! Here's something I noticed in reQuiem which apparently goes all the way back to JoeQuake. (I've checked the JoeQuake code but haven't actually run JoeQuake to compare.) JoeQuake has some built-in 8x8 crosshair graphics. For some reason it doesn't d...
by Johnny Law
Sat Aug 09, 2014 2:29 am
Forum: Engine Programming
Topic: viewmodel position shenanigans
Replies: 9
Views: 3118

viewmodel position shenanigans

I'm looking at a few more reQuiem issues, and again I'm at least partially trying to figure out why things are being done the way they currently are before I commit to changin' stuff. I'll probably pop another two or three topics into the forum this weekend just to see if anyone is in the mood to dr...
by Johnny Law
Wed Jul 16, 2014 9:34 pm
Forum: Engine Programming
Topic: svc_spawnstatic and reading jdhack's mind
Replies: 5
Views: 1679

Re: svc_spawnstatic and reading jdhack's mind

The protocol promotion feature is gnarly enough that it could indeed have some lurking bugs, but it doesn't seem to be involved in this particular problem.
by Johnny Law
Wed Jul 16, 2014 8:39 pm
Forum: Engine Programming
Topic: svc_spawnstatic and reading jdhack's mind
Replies: 5
Views: 1679

Re: svc_spawnstatic and reading jdhack's mind

Ah. I'll check the spawned flag's behavior when I get back to a debugger tonight, but it looks like it's not set false until SV_SendServerinfo, which is after PR_LoadEdicts. (And then set true later, at the end of the signon process, after everything in my initial post.) I think I've got my head aro...
by Johnny Law
Wed Jul 16, 2014 6:08 pm
Forum: Engine Programming
Topic: svc_spawnstatic and reading jdhack's mind
Replies: 5
Views: 1679

Re: svc_spawnstatic and reading jdhack's mind

Maybe answering my own question (which often happens once I've taken the trouble to write it up). Looking through the changelog I see this: - create command now works with uncached models in Quoth, and for entities that are made static; also lightmaps for spawned bmodels are set up properly There's ...
by Johnny Law
Wed Jul 16, 2014 5:46 pm
Forum: Engine Programming
Topic: svc_spawnstatic and reading jdhack's mind
Replies: 5
Views: 1679

svc_spawnstatic and reading jdhack's mind

One of the highest-priority remaining (known) bugs with reQuiem is that it fails with a bad cmd when changing levels. At least in some situations... I need to try some other changelevels but I've just been testing the zendar case. (This is https://github.com/SpiritQuaddicted/reQuiem/issues/16 but I'...
by Johnny Law
Sun Jul 13, 2014 5:43 pm
Forum: Engine Programming
Topic: cl_visedicts: are duplicate entries OK/expected?
Replies: 21
Views: 4273

Re: cl_visedicts: are duplicate entries OK/expected?

Playtesting a fix now. I didn't quite go as global with the CL_LinkEntity changes as described above, because it looks like the problem that introduces duplicates really is localized to R_StoreEfrags.

https://github.com/SpiritQuaddicted/reQ ... 1620b75c2c
by Johnny Law
Sun Jul 13, 2014 12:26 am
Forum: Engine Programming
Topic: cl_visedicts: are duplicate entries OK/expected?
Replies: 21
Views: 4273

Re: cl_visedicts: are duplicate entries OK/expected?

Yeah, it could be better to explicitly say "when it is OK to do this" rather than trying to wall off all the cases of "when is it not OK to do this". I'll try that.