Search found 322 matches

by LordHavoc
Sun Apr 21, 2013 10:26 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

however DP adds two more: MOVE_WORLDONLY = 3, MOVE_HITMODEL = 4 (actual per poly hit detection). Can I detect this dpextension? Can this be applied to projectile weapons? When I fire a missile I specify movetype but is there is no traceline being used, so how do I tell projectiles to use MOVE_HITMO...
by LordHavoc
Mon Apr 15, 2013 12:52 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

The "shooting the air next to them and hitting them" thing is caused by a combination of things in the qc: 1. monsters have FL_MONSTER in their .flags. 2. MOVETYPE_FLYMISSILE (as opposed to MOVETYPE_FLY) hits FL_MONSTER flagged entities with a box 15 units larger in all directions. So if y...
by LordHavoc
Tue Apr 09, 2013 8:57 am
Forum: General Discussion
Topic: My fellow Quakers...
Replies: 20
Views: 7216

Re: My fellow Quakers...

I'd love to host it on QuakeWiki.net, maybe in a separate folder, QuakeWiki.net/Darkplaces. I only copied the content and wanted to make it publicly modifiable, as it's hosted on WordPress with an inactive Wiki plugin. UPDATE: OK, it's settled. I'll have a wiki system in place, with contributor reg...
by LordHavoc
Mon Mar 25, 2013 8:34 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

Amazing work, sock :)

I admire the authenticity to the Quake style.
by LordHavoc
Fri Mar 08, 2013 10:54 pm
Forum: Modeling
Topic: models with alpha channel and fog
Replies: 2
Views: 7400

Re: models with alpha channel and fog

If it changes depending on view direction then I'm pretty sure it's an engine bug and I'll need to run the map myself to examine renderer state.
by LordHavoc
Thu Feb 21, 2013 8:48 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

http://www.simonoc.com/images/misc/mainmenu2.png I can't package any replacement lmp's and such that are id1 derived with darkplaces, due to copyright, if I redo the main menu it will be using all-new imagery and likely completely generated within the engine (more like Quake2's textual menus), ther...
by LordHavoc
Tue Feb 19, 2013 11:56 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

I sent an email to one of my friends who does dev relations for Steam and we'll see if something can be arranged, no promises though, not sure how this can be set up (likely involves Steam Workshop).
by LordHavoc
Tue Feb 19, 2013 8:44 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

Any mod could be packaged in an msi installer with a preset config, a nice desktop icon shortcut, shortcuts in the menu, etc. This is exactly what I want to do with the final release of my MOD in the coming weeks. If anyone has links to a good 'user friendly' Win7 installer package (that is free) t...
by LordHavoc
Tue Feb 19, 2013 7:54 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

Part of it is a disconnect of PC usage culture - Quake has a very simplistic structure (amendments), which is very fluid, but only if you are comfortable with command line input. For a shortcut system it is terribly clunky and weird (the only Quake shortcut I've ever had was QWCL, and even then, Ga...
by LordHavoc
Tue Feb 19, 2013 6:48 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

Did you post on the Steam game hub for Quake?
http://steamcommunity.com/app/2310
by LordHavoc
Tue Feb 19, 2013 4:30 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 66049

Re: Quake MOD - In The Shadows

I want to point out that based on what I have heard, Quake1 is one of the best selling games of all time, and keeps selling to this day, it has frequently been in the top 10 sellers on Steam week to week (at times being the #1 when it goes on sale), and that means something, there is an audience for...
by LordHavoc
Sun Jan 13, 2013 2:12 am
Forum: Engine Programming
Topic: Possible Darkplaces bug ?
Replies: 37
Views: 12553

Re: Possible Darkplaces bug ?

Ok, the seams I saw in glsl, sw and sw32 in QF are there in the texture (the central tile). For gl, it's the edge-of-texture sampling that causes the visible seams that should not be there. This is because the hardware is interpolating between the texels and black (beyond the texture). Isn't there ...
by LordHavoc
Thu Jan 10, 2013 11:05 am
Forum: Engine Programming
Topic: Possible Darkplaces bug ?
Replies: 37
Views: 12553

Re: Possible Darkplaces bug ?

For taniwha: At a glance, the screenshot depicts 4 brushes which meet at a coordinate, presumably integer, the armor entity is precisely at the same coordinates (well, biased upward off the floor by droptofloor which puts it at +0.03125 on Z compared to the floor). The only BSP node involved would b...
by LordHavoc
Thu Jan 10, 2013 1:40 am
Forum: Engine Programming
Topic: Possible Darkplaces bug ?
Replies: 37
Views: 12553

Re: Possible Darkplaces bug ?

It looks to me like a crack in the brushwork (visible under the armor) and the light sample is exactly in that valley, so it is legitimately in shadow. Whereas original Quake's network protocol was not precise enough to represent this case and biased the network entity positions a bit if I recall co...
by LordHavoc
Thu Jan 10, 2013 12:40 am
Forum: General Discussion
Topic: Prydon Gates Mod
Replies: 39
Views: 16287

Re: Prydon Gates Mod

There is never a reason to get rid of code that you don't have a use for, except some self-deluding goal like a smaller exe, which in the modern age means the difference of a 10 minute download finishing a few milliseconds faster, and computers today have amounts of ram that make it a drop in the bu...