Search found 2292 matches
- Thu Oct 18, 2018 8:31 am
- Forum: Engine Programming
- Topic: DirectQ II
- Replies: 19
- Views: 8393
Re: DirectQ II
That code archive is still on Quaketastic too: http://www.quaketastic.com/files/tools/ ... rchive.zip
- Wed Oct 17, 2018 12:43 pm
- Forum: Engine Programming
- Topic: DirectQ II
- Replies: 19
- Views: 8393
Re: DirectQ II
Anyway we should consider to create a public GitHub repository and replicate all this stuff there, just for historical reasons. I myself lost my engine sources and only managed to recover the last release. That's a bloody good idea. While it's certainly the case that stuff I wrote years ago is not ...
- Wed Oct 17, 2018 8:19 am
- Forum: Engine Programming
- Topic: DirectQ II
- Replies: 19
- Views: 8393
Re: DirectQ II
Still live here, but because it's never any harm: http://www.quaketastic.com/files/tools/ ... -12-21.zip
- Mon Oct 15, 2018 12:55 pm
- Forum: Engine Programming
- Topic: DirectQ II
- Replies: 19
- Views: 8393
Re: DirectQ II
Not a problem, link away - it was GPL, after all.
- Tue Oct 09, 2018 8:19 am
- Forum: Engine Programming
- Topic: DirectQ II
- Replies: 19
- Views: 8393
Re: DirectQ II
I don't even have that source any more myself. 

- Sat Jun 23, 2018 5:49 pm
- Forum: General Discussion
- Topic: Quake "champions"
- Replies: 46
- Views: 21140
Re: Quake "champions"
That's what they said about XP back in 2001 too.Madfox wrote:...but from what I have heard all later editions are more backswitched in order to make the comfortabillity of the user more efficïent.
It's not.frag.machine wrote:Makes sense since it's based on DOOM 2016 codebase.
- Wed Apr 18, 2018 4:40 am
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 5272
Re: GL matrix story (stupid but true)
Yeah, the great thing about OpenGL is that you can look at the spec, read how things are implemented, then construct your own variant if you need to. It should be possible (and easy!) to write a GL_RotatedFrustum that does the same in a single operation, not that it would be a performance improvemen...
- Tue Apr 17, 2018 7:46 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 515488
Re: What are you working on?
Actually, I remember Carmack saying he regretted going to native C DLL for game code, thus Quake 3 used interpreted C. That was for security & portability reasons. It's also notable that Q3 does have the ability to load native DLLs in addition to QVMs. The idea is that you develop using DLLs an...
- Mon Apr 16, 2018 11:54 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 515488
Re: What are you working on?
idTech3 is Quake 3, not 2.
idTech2 is Quake 2; idTech 1 is Doom. The Quake engine doesn't have an idTech number but can be considered an earlier version of 2.
So in 2016 it was based on FTE; in 2018 it's based on Quake 3; simple explanation: the team switched engine.
idTech2 is Quake 2; idTech 1 is Doom. The Quake engine doesn't have an idTech number but can be considered an earlier version of 2.
So in 2016 it was based on FTE; in 2018 it's based on Quake 3; simple explanation: the team switched engine.
- Wed Jan 03, 2018 6:02 pm
- Forum: Programming Tutorials
- Topic: Dynamic lights on moving brush models
- Replies: 33
- Views: 16165
Re: Dynamic lights on moving brush models
Software Quake version http://www.quaketastic.com/files/screen_shots/BModelDLight.jpg In the dlight_t struct, add a new member: vec3_t transformed; In R_MarkLights, replace occurrances of "light->origin" with "light->transformed". In R_PushDlights, before the call to R_MarkLight...
- Mon Oct 09, 2017 9:24 am
- Forum: Engine Programming
- Topic: Software Edge Clipping With GL?
- Replies: 43
- Views: 14516
Re: Software Edge Clipping With GL?
There's a method using the stencil buffer described here: ftp://ftp.sgi.com/opengl/contrib/blythe ... ode20.html
Not certain how robust it is for this particular use case though.
Not certain how robust it is for this particular use case though.
- Fri Sep 15, 2017 3:34 pm
- Forum: General Discussion
- Topic: [TO ADMINS]Forum logout session time
- Replies: 13
- Views: 6147
Re: [TO ADMINS]Forum logout session time
I pretty much stopped using the site because of it's inability to keep me logged in. Yes, it would be great if this was fixed; it would have been even greater if it hadn't happened in the first place.
- Thu Jul 27, 2017 1:01 pm
- Forum: Engine Programming
- Topic: weird (numleafs+31)>>3 in SV_FatPVS
- Replies: 2
- Views: 1995
Re: weird (numleafs+31)>>3 in SV_FatPVS
I think the intention is that it's to allow the following Q_memset to take it's fast path.
- Mon Jul 17, 2017 9:16 am
- Forum: Engine Programming
- Topic: Alloc Block error
- Replies: 8
- Views: 3200
Re: Alloc Block error
192 lightmaps, at 128x128, is sufficient to load AD Sepulcher so you can probably just safely increase the max number without worrying about making it fully dynamic. Alternatively increase lightmap size to 256x256 which has the same effect as quadrupling the max. Either way watch out for "the l...
- Wed Jul 05, 2017 10:28 am
- Forum: Mapping
- Topic: large maps help
- Replies: 23
- Views: 13932
Re: large maps help
there may be other limits. I vaugely recall quakespasm having an issue with subdivisions if a sky/water surface is outside the +/- 9999 range. the qbsp is likely to also have limitations. This is a bug in QuakeSpasm's BoundPoly (QuakeSpasm ADMod fixes it): mins[0] = mins[1] = mins[2] = 9999; maxs[0...