Search found 1239 matches
- Tue Sep 22, 2015 12:34 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 117712
Re: qbismSuper8 builds
Sorry about the vis, but nonetheless thrilled by this map I noclipped to get a similar viewpoint to the pre-release promo shot just to see if it could happen.
- Mon Sep 21, 2015 5:16 pm
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 33227
Re: Compatibility Benchmark Mods
What if the client automatically precaches EVERY mdl it finds in path? What's the worst-case RAM? Many large maps use almost every monster and item, anyway.
- Mon Sep 21, 2015 5:07 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 117712
Re: qbismSuper8 builds
It should be fairly clean to use. I tried to comment everything, although it's not as good as Mark V commenting! The trickiest part was the network protocol and tracking down modified data types. bsp2 came recently via Quakespasm. I was amazed that it actually worked. Just don't ask about framerate ...
- Mon Sep 21, 2015 3:02 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 117712
Re: qbismSuper8 builds
Howdy, still kicking with a minor update (or two or three since I last posted here). The latest source and builds were moved to https://github.com/qbism/super8 I usually play through the latest MapJam to find ways to improve large map compatibility. So far I haven't taken the time to get through jam...
- Wed Sep 16, 2015 5:16 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6167523
Re: What are you working on?
Blending/lighting... last time I thought about it was a while ago, but 'megatexture-ish' brute-force pre-blend was an option given a reasonable amount of RAM. Basically every texture is unique and pre-blended with colored lighting. Can't remenber whose idea it was, probably somewhere on this board. ...
- Wed Sep 16, 2015 4:24 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6167523
Re: What are you working on?
I like the art direction of OpenKatana and the feel of the space/lighting. I've become more of a lurker here, spending less time on coding and more on content for a new project. Here's a couple mapping textures showing the style. Basically they're enlarged from low-res art, blurred and filtered to g...
- Thu Sep 03, 2015 3:38 am
- Forum: General Programming
- Topic: code blocks editor settings help
- Replies: 5
- Views: 6905
Re: code blocks editor settings help
Have you tried installing a dark codeblocks theme? I've never tried changing the theme but some dark ones are out there.
- Fri Jul 24, 2015 1:00 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6167523
Re: What are you working on?
Dr: I didn't know Wally could to that, playing with the 'marble tile' generator now!
Admin: Can we get a 'quote' button back?
Admin: Can we get a 'quote' button back?
- Mon Jul 13, 2015 3:40 am
- Forum: General Discussion
- Topic: last version of C::B Advanced
- Replies: 254
- Views: 5055708
Re: last version of C::B Advanced
Good to see progress on clang due to the promise of better code analysis and faster compile times.
- Fri Jul 10, 2015 3:47 am
- Forum: Gameplay & Design
- Topic: Mods with innovative gameplay
- Replies: 3
- Views: 7055
Re: Mods with innovative gameplay
Gravity Bone + Thirty Flights (Q2)
Entity Plus (Q3)
Slide(Q1)
Entity Plus (Q3)
Slide(Q1)
- Fri Jul 10, 2015 2:28 am
- Forum: General Programming
- Topic: Xreal problem
- Replies: 9
- Views: 8280
Re: Xreal problem
If it did not complain about the wrong version, it may be a 32-bit/ 64-bit mismatch between exe and dll.
- Mon Jul 06, 2015 1:29 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6167523
Re: What are you working on?
jim: try 32 groups of 8 nearly identical colors (slight variations in HSV) = 256. It may soften color boundaries similar to an old CRT monitor. Great HUD as always.
spike: can blobby be lumpy too? Clay effect.
spike: can blobby be lumpy too? Clay effect.
- Thu Jul 02, 2015 8:39 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6167523
Re: What are you working on?
Monster concept: cratebot. Kind of slow but fires some insta-rail thing and hides among the, umm, crates.
- Fri Jun 26, 2015 3:09 am
- Forum: General Discussion
- Topic: PakTool 1.0.0 Released
- Replies: 2
- Views: 1804
Re: PakTool 1.0.0 Released
Confirmed to work in a quick test. Great to see a nice open source pak tool.
- Sun Jun 21, 2015 4:36 am
- Forum: Engine Programming
- Topic: Colormap , Pallete
- Replies: 4
- Views: 1441
Re: Colormap , Pallete
Original Quake graphics (HUD, skins, map textures, everything) all share a single 256 color palette. That's palette.lmp. Colormap.lmp is a precomputed color table used by the software engine for shading. Hardware-rendered engine replacement textures like png or tga don't use the palette. Unless the ...