Search found 322 matches
- Thu Aug 21, 2014 4:43 am
- Forum: Engine Programming
- Topic: _wateralpha and other worldspawn keys proposal
- Replies: 36
- Views: 8357
Re: _wateralpha and other worldspawn keys proposal
The only cases where you can really count on QC being involved and having meaningful input on the situation are: 1. singleplayer 2. same engine on client and server, with an extended protocol (this includes things like stuffcmd of new cvars, that is protocol too). In general the way I extend map cap...
- Tue Aug 19, 2014 4:28 am
- Forum: Engine Programming
- Topic: _wateralpha and other worldspawn keys proposal
- Replies: 36
- Views: 8357
Re: _wateralpha and other worldspawn keys proposal
[*] If the player changes the “r_wateralpha” cvar while the map is running, the engine should switch to using that value until the map is reloaded. This allows for interactive tweaking by a mapper, or lets the player override the value if they don't like the mapper's choice. Please not this one spe...
- Sun Jul 06, 2014 5:59 pm
- Forum: CSQC Programming
- Topic: RANT: What's wrong with CSQC
- Replies: 42
- Views: 12498
Re: RANT: What's wrong with CSQC
the predraw method (and by method, I mean function stored in a field) is invoked by the addentities function (just before the engine implicitly calls addentity on the entity for you - note that in FTE you can inhibit the engine's auto addentity call by returning TRUE, giving you a chance to revert ...
- Sat Jul 05, 2014 2:28 am
- Forum: CSQC Programming
- Topic: RANT: What's wrong with CSQC
- Replies: 42
- Views: 12498
Re: RANT: What's wrong with CSQC
Not that darkplaces is being discussed here necessarily, but most of those fields won't do anything in darkplaces, never even heard of most of them.ceriux wrote:have you messed with these?
- Fri Jul 04, 2014 5:36 pm
- Forum: CSQC Programming
- Topic: RANT: What's wrong with CSQC
- Replies: 42
- Views: 12498
Re: RANT: What's wrong with CSQC
LordHavoc rant time: Way back in 1999 there was this magical thing called the Quake Source Mailing List, where great ideas were discussed by several people, most of whom didn't go on to make any engines, the idea of CSQC was floated on there and I was more or less the key architect on that discussi...
- Fri Jul 04, 2014 5:25 am
- Forum: CSQC Programming
- Topic: RANT: What's wrong with CSQC
- Replies: 42
- Views: 12498
Re: RANT: What's wrong with CSQC
LordHavoc rant time: Way back in 1999 there was this magical thing called the Quake Source Mailing List, where great ideas were discussed by several people, most of whom didn't go on to make any engines, the idea of CSQC was floated on there and I was more or less the key architect on that discussio...
- Sat May 24, 2014 2:54 am
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 45695
Re: [id3][WIP] OpenArena3
Judging by a Steel Storm: Burning Retribution material that motorsep showed me, q3map_forcemeta may be required as well?
- Fri May 09, 2014 7:48 pm
- Forum: QuakeC Programming
- Topic: problems in q3bsp
- Replies: 20
- Views: 6030
Re: problems in q3bsp
Yes I meant self.oldorigin = self.origin; q3bsp does not improve or worsen the situation - I am referring to map bugs here, where someone put a info_player_deathmatch a little bit too close to some piece of geometry and the player spawn position is thus invalid (partially in solid), the engine can a...
- Thu May 08, 2014 3:25 pm
- Forum: QuakeC Programming
- Topic: problems in q3bsp
- Replies: 20
- Views: 6030
Re: problems in q3bsp
I was actually noting that you can assign self.origin = self.origin; after doing the setorigin when spawning the player, and it will trigger the engine's internal logic for moving the player out of small obstructions.
- Thu May 08, 2014 4:53 am
- Forum: QuakeC Programming
- Topic: problems in q3bsp
- Replies: 20
- Views: 6030
Re: problems in q3bsp
self.oldorigin is used by all quake engines in case the player is stuck, it teleports them back to that location, if they aren't stuck it updates it to match their .origin, so they basically get stuck on something rather than getting embedded in it when the physics breaks, it's a better behavior. A ...
- Thu May 08, 2014 4:40 am
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 12241
Re: Possible Darkplaces bug ?
New DarkPlaces build posted, has a variant of jitspoe's lighting fix, and a bunch of collision fixes, and a fix for the bugs in r_useportalculling that occasionally caused a black screen. jitspoe - I had to fix the bounds checking on dsi/dti to be no more than lmwidth-2 because otherwise it could re...
- Wed May 07, 2014 6:48 pm
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 12241
Re: Possible Darkplaces bug ?
I'm actually doing a deep audit on all the collision code to improve the use of clip epsilons, I've got the lightmap fix integrated too, it's just not committed yet.
Expect an update in a few days.
Expect an update in a few days.
- Tue May 06, 2014 5:21 pm
- Forum: QuakeC Programming
- Topic: problems in q3bsp
- Replies: 20
- Views: 6030
Re: problems in q3bsp
Ditto for 2012 versions, I too am seeing very odd things. I have emailed LH who has sugguested looking at the same vcars Seven mentions, but they have not solved any issues. Documented test cases are needed, you are both poor at explaining these issues and have not demonstrated them to me either, I...
- Sat Apr 26, 2014 7:04 pm
- Forum: QuakeC Programming
- Topic: problems in q3bsp
- Replies: 20
- Views: 6030
Re: problems in q3bsp
Is the floor a mesh (dpmeshcollisions) or a misc_model with the spawnflags that make it solid (q3map2 converting the triangles to brushes)?
sv_gameplayfix_nudgeoutofsolid 1 may help but this sounds worse than anything I've observed in the past.
sv_gameplayfix_nudgeoutofsolid 1 may help but this sounds worse than anything I've observed in the past.
- Fri Mar 07, 2014 2:01 am
- Forum: General Programming
- Topic: Help with Quake Bot
- Replies: 21
- Views: 10754
Re: Help with Quake Bot
You might want to start sequence at 1 but I don't recall off hand. Note that reliable and unreliable sequence numbers are independent, and unreliable sequence numbers increment regardless of any reply from the server (they're not asking for a reply, they are unreliable by nature), whereas reliable s...