Search found 83 matches
- Sun Oct 13, 2019 11:28 am
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
and r107
- Tue Oct 08, 2019 11:56 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
r101 is up. You can now play with the view distance values in the console, and the collision issue is fixed.
- Sun Jun 09, 2019 4:24 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
Just copy and paste the world directory from your data/words/ dir. That's it. Make sure your worldname cvar is set to match, and everything should be good.
- Sat Jun 08, 2019 6:40 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
https://github.com/uowaep/CubiQuake r96 - added ambient, static, and dynamic light - added a torch cubic object, using the torch model from Quake - T toggles a dynamic light around the client (impulse 150) - cvar ambientlight takes a vector ('0.2 0.2 0.6' in default.cfg) - [ and ] keys for cubic Y ...
- Sat May 18, 2019 5:17 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
Spike helped me set up a basic shader which allows trisoup_simple to interpret the color values set on the polygon vertexes. Any time polygons are added/removed to/from csqc or lights added/removed, I recalculate the static light values on each vertex within range on the client. There's some optimiz...
- Sat May 18, 2019 3:05 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
Preview of lighting and torch blocks in next update:
- Sat May 18, 2019 3:01 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
Would be really cool if this would also work with Darkplaces or if FTEQW would get VR support. There is a Occulus Quest compatible but Darkplaces based quake engine in the works: https://github.com/DrBeef/QuakeGVR From what I understand Darkplaces doesn't support addtrisoup_simple() which is requir...
- Mon May 06, 2019 12:22 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
New revision up with more shapes, and performance improvements. https://github.com/uowaep/CubiQuake r83 (clear data dir if anything is broken) - added wedge and wedgetip shapes - added more angles of rotation to shapes (All angles are possible now with non-symmetrical shapes.) - chunks are now drawn...
- Fri Apr 26, 2019 1:26 am
- Forum: News & Announcements
- Topic: Registering on the Inside3D Forums Part 2: The Revenge
- Replies: 47
- Views: 49867
Re: Registering on the Inside3D Forums Part 2: The Revenge
No problems. Thank you.
- Tue Apr 23, 2019 10:54 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
Also I should note that the source is set up to just drop into Quake or any mod. You have to edit your main.qc and client.qc source files, but I've kept those edits very minimal. Look for server/sv_main.qc and server/sv_client.qc. CSQC integration is fairly easy as well, check client/cs_main.qc and ...
- Tue Apr 23, 2019 12:06 am
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
Performance seems pretty decent considering the csqc side hasn't been optimized as far as draw order. FPS on my old machine stays around 200 at the current settings. I've set it up to draw/load more or less by tweaking the code, so there's room for experimentation. Much can be optimized on the serve...
- Mon Apr 22, 2019 7:59 pm
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
Ok, I'm back. Got locked out for a bit due to an email change. There's been some updates. I started putting a changelog on the github page. New tools, texture, shape, rotation, and some other small stuff. revision 78 https://github.com/uowaep/CubiQuake Here you can see the ramp shape in use. (turned...
- Fri Apr 12, 2019 4:01 am
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
That draw bug is fixed now. There are still some weird selection bugs, but nothing should be breaking the saved world now as far as I know.
- Fri Apr 12, 2019 2:53 am
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
GetTextureForTypeFace() is at the top of cs_cubics.qc, you can add additional textures for new block types there. Be sure to search for "int numblocktypes" def and update the value in sh_sv_cs_cubics.qc and add the additional block types there as well. in cs_cubics.qc string GetTextureForT...
- Thu Apr 11, 2019 4:04 am
- Forum: Project Showcase
- Topic: [FTEQW] CubiQuake
- Replies: 34
- Views: 20383
Re: [FTEQW] CubiQuake
I figured out a way to reproduce it. Enclose an empty cubic with other cubics. The opposite of what I was thinking. Now to fix it.