Search found 63 matches
- Fri Jan 04, 2019 6:04 pm
- Forum: General Programming
- Topic: Q2 func_door_rotating help
- Replies: 1
- Views: 5776
Re: Q2 func_door_rotating help
That tutorial link is now dead, and it looks like the Internet Archive's crawler never managed to grab it. For adding a key to use an object, I'd recommend looking at the source of the Lazarus mod (included with the KMQuake2 source and also downloadable here ). It implements a bindable "+use&qu...
- Tue Aug 21, 2018 2:08 am
- Forum: General Programming
- Topic: Old sources crash when compiled in fully updated win 7
- Replies: 8
- Views: 6702
Re: Old sources crash when compiled in fully updated win 7
This crash first started happening in September 2009, when the GL extension string first passed the 4KB mark in nVidia's drivers. Ironically, QuakeEvolved 0.40, which one would have thought had all these vulnerabilities fixed, started crashing in the last couple of weeks when I updated my video driv...
- Sun May 29, 2016 8:44 am
- Forum: Mapping
- Topic: Texture alignment with origin brushes and func_door_rotate
- Replies: 6
- Views: 6674
Re: Texture alignment with origin brushes and func_door_rota
That code in DeWan's QBSP3 DOES fix the texture alignment issue, you just have to add the -origfix parameter at the command line. My own KMQBSP3, which is derived from it, has this option enabled by default.
- Tue Aug 25, 2015 1:58 am
- Forum: General Programming
- Topic: How to create 256x256 32-bit PNG icons for Windows?
- Replies: 7
- Views: 6327
Re: How to create 256x256 32-bit PNG icons for Windows?
I finally got it working right with the free version of IcoFx. Thanks to everyone who replied. My first few attempts resulted in smaller versions of the icon (48x48 and 64x64) with an alpha channel which I didn't want. When I tried editing it in Visual Studio to fix it, Windows would no longer displ...
- Mon Jul 20, 2015 4:45 pm
- Forum: General Programming
- Topic: How to create 256x256 32-bit PNG icons for Windows?
- Replies: 7
- Views: 6327
How to create 256x256 32-bit PNG icons for Windows?
I've examined the .ico files that some newer games use, and the largest image is usually a 256x256 32-bit PNG image. It's not made from a PNG image, it's an actual PNG inside the .ico file. I've tried making my own icon in this format by pasting a 256x256 image into the icon editor in Visual Studio ...
- Wed Mar 11, 2015 5:29 pm
- Forum: Engine Programming
- Topic: KMQuake2 Crash
- Replies: 5
- Views: 1644
Re: KMQuake2 Crash
That crash also happens in my latest dev build, but only with release builds. Are you sure it's in CL_RequestNextDownload()? It also happens in Quake2Max, but not in any other engine. BTW, Com_sprintf() in KMQ2 is buffer-safe and null-terminated. EDIT: I debugged Quake2Max instead, and that crash ha...
- Wed Mar 04, 2015 7:41 pm
- Forum: Engine Programming
- Topic: Quake2 filesytem bug
- Replies: 2
- Views: 1445
Quake2 filesytem bug
While testing out our new HTTP downloading code in Daikatana v1.3, I found a filesytem bug that affects all Q2 engines. If you run the game with a mod dir set (+set game <moddir>) and then are forced (usually by connecting to a multiplayer server) back to a non-mod dir (game is now set to "&quo...
- Tue Oct 07, 2014 2:25 am
- Forum: Engine Programming
- Topic: Software Edge Clipping With GL?
- Replies: 43
- Views: 49836
Re: Software Edge Clipping With GL?
A tighter R_RecursiveWorld node: void R_RecursiveWorldNode (mnode_t *node, int clipflags) { . . . if (c) { . . . for ( ; c ; c--, surf++) { if (surf->visframe != cl.r_framecount) continue; if (( (dot < 0) ^ !!(surf->flags & SURF_PLANEBACK))) continue; // wrong side if (!level.water_vis_known) L...
- Tue Jul 22, 2014 3:01 am
- Forum: Engine Programming
- Topic: Dumping status bar layout to file (Q2)
- Replies: 0
- Views: 26595
Dumping status bar layout to file (Q2)
In the process of adding scripted client-side HUDs to KMQ2, I found that mod compatibility is an issue. A HUD script made for a vanilla game DLL won't completely support CTF, or Lithium, Rocket Arena, etc. So tailored variants for each mod / gamemode will have to be made. Sometimes the source for a ...
- Tue Jul 22, 2014 2:45 am
- Forum: Engine Programming
- Topic: "Error during initialization" Vanilla Quake 2 (source)
- Replies: 3
- Views: 1786
Re: "Error during initialization" Vanilla Quake 2 (source)
The refresh API between the .exe ref_gl and ref_soft modules, as well as the game API undoubtedly are different. This will prevent a v3.21 .exe from working with the v3.05 renderer modules and game DLLs.
- Mon Jun 30, 2014 3:51 am
- Forum: Engine Programming
- Topic: HTTP downloading from R1Q2- which version of libcurl to use?
- Replies: 16
- Views: 5624
Re: HTTP downloading from R1Q2- which version of libcurl to
No, I am linking with the static version. The problem was curl 7.37.0 didn't include a project file I could tweak and so had to use the makefile to buld the static lib with nmake. And that makefile apparently has some stuff wrong. Anyway, your curl_static.lib links perfectly. Edit: I found the lates...
- Mon Jun 30, 2014 1:29 am
- Forum: Engine Programming
- Topic: HTTP downloading from R1Q2- which version of libcurl to use?
- Replies: 16
- Views: 5624
Re: HTTP downloading from R1Q2- which version of libcurl to
Adding libcmt to the ignore list takes care of the already defined errors, but it doesn't fix the unresolved external symbol errors: libcurl_r.lib(connect.obj) : error LNK2019: unresolved external symbol __imp__WSAIoctl@36 referenced in function _tcpkeepalive libcurl_r.lib(curl_addrinfo.obj) : error...
- Sun Jun 29, 2014 1:23 am
- Forum: Engine Programming
- Topic: HTTP downloading from R1Q2- which version of libcurl to use?
- Replies: 16
- Views: 5624
Re: HTTP downloading from R1Q2- which version of libcurl to
I got the HTTP code from R1Q2 merged in, which was quite a bit of a task, as cl_http.c isn't very portable. But I'm getting lots of linker errors with libcurl 7.37.0: MSVCRT.lib(MSVCR90.dll) : error LNK2005: _calloc already defined in LIBCMT.lib(calloc.obj) MSVCRT.lib(MSVCR90.dll) : error LNK2005: _...
- Wed Jun 25, 2014 6:39 pm
- Forum: Engine Programming
- Topic: Waterfog ?
- Replies: 5
- Views: 1788
Re: Waterfog ?
Daikatana does underwater fog when the player's viewpoint is in water (based on leaf contents). I can't post the code here, but it uses a linear fog mode that starts at 32 and ends at 1024. For fog color, it uses surface color, which is a lump that DK adds to its BSP format, so you'll need to use av...
- Sat Jun 21, 2014 7:01 am
- Forum: Engine Programming
- Topic: HTTP downloading from R1Q2- which version of libcurl to use?
- Replies: 16
- Views: 5624
Re: HTTP downloading from R1Q2- which version of libcurl to
Just got that version (7.37.0) compiled into a .lib as well.