Search found 8 matches
- Sun May 19, 2019 6:38 pm
- Forum: Engine Programming
- Topic: Porting Quake 2's MASM R_PolysetCalcGradients to GAS
- Replies: 1
- Views: 3487
Porting Quake 2's MASM R_PolysetCalcGradients to GAS
I am porting Quake 2's inline assembly code for MSVC to MASM then finally to GAS (for use with MinGW). The specific code in question is for the Skin drawing (R_PolysetCalcGradients for those who want to look it up). The code almost "works" what happens is the skin seems to stretched over t...
- Sat May 18, 2019 11:40 pm
- Forum: Engine Programming
- Topic: Quake 2 Inline Assembly in r_part.c conversion to GAS
- Replies: 1
- Views: 2986
Re: Quake 2 Inline Assembly in r_part.c conversion to GAS
Figured it out. Took objdump from the GCC .o and MSVC .obj and compared both. fsubrp becomes fsubp in MSVC. Changing it to this fixed the alignment issue.
- Sat May 18, 2019 3:13 pm
- Forum: Engine Programming
- Topic: Quake 2 Inline Assembly in r_part.c conversion to GAS
- Replies: 1
- Views: 2986
Quake 2 Inline Assembly in r_part.c conversion to GAS
Hello all, I've been working on the Q2DOS port for quite a few years with Sezero and one of the TODOs that have stared me in the face the entire time is the inline assembly for the particle drawing/blending code that was MSVC specific in r_part.c. Specifically R_DrawParticle() function. I did some r...
- Sat Jan 07, 2017 7:32 pm
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 11662
Re: Compiling DOS Quake?
I believe it was you who had the idea of setting players temporarily as SOLID_NOTs during respawn. I added this idea to my Q2 Coop mod as part of the respawn protection. Works very well for maps that have no info_player_coop spawns. Really need to get that into the QW mod at some point.
- Wed Jan 04, 2017 5:13 pm
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 11662
Re: Compiling DOS Quake?
Source code for the mod is available at: https://bitbucket.org/maraakate/hci-undergate-coop-by-freewill-and-maraakate If you need the source code for MVDSV_XE let me know and I'll make it available to you. Has some server specific code that I added that contains some server-sensitive info and I have...
- Sat Dec 31, 2016 6:15 pm
- Forum: Engine Programming
- Topic: Standard Waterwarp Consistency Test
- Replies: 2
- Views: 4893
Re: Standard Waterwarp Consistency Test
Somewhat related, the particle sizes at least in SW are pretty inconsistent as well so I implemented this hacky solution and user configurable CVARS: https://bitbucket.org/maraakate/qdos/commits/3986e5b92a91c43bca9cd4d01dc3100a9354256a There's probably a formula that I could come up with, but I admi...
- Sat Dec 31, 2016 6:13 pm
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 11662
Re: Compiling DOS Quake?
Also, if you're interested in still hacking it you can get mingqw under Windows 32-bit (64-bit mingw cross-compilers for DJGPP seem to be generating bad binaries and I haven't investigated that issue); or you can cross-compile very easily in Linux. I saw a post by you mentioning reasons for not usin...
- Sat Dec 31, 2016 6:06 pm
- Forum: Engine Programming
- Topic: Compiling DOS Quake?
- Replies: 19
- Views: 11662
Re: Compiling DOS Quake?
Someone on Vogons has advanced a super8 port that builds cleanly with djgpp running on dosbox. Could use it for guidance if you get stuck. I wonder if the video acceleration mentioned on QDOS site works in dosbox. Not sure, but It seems to be a remarkably high quality engine. The readme indicates i...