Search found 2787 matches
- Fri Sep 05, 2014 9:28 pm
- Forum: Project Showcase
- Topic: [Darkplaces][WIP] Mighty Quake
- Replies: 19
- Views: 18202
Re: [Darkplaces][WIP] Mighty Quake
>implies diablo didn't have random maps
- Mon Sep 01, 2014 6:37 pm
- Forum: Engine Programming
- Topic: FTE Vanilla Option
- Replies: 34
- Views: 7335
Re: FTE Vanilla Option
Anyhow, a person who wants to play Quake from CD needs others to help him. Depends on which CD. Since Activision it's been a Win32 installer which still functions on 7 x64 with all of the installed files exposed so it could be directly copied as well. Anything before will have to be done through DO...
- Sun Aug 31, 2014 8:06 pm
- Forum: Engine Programming
- Topic: FTE Vanilla Option
- Replies: 34
- Views: 7335
Re: FTE Vanilla Option
Still needs a lot of work though.
Explosion particles shouldn't gravity
FOV still defaults to 100
Muzzleflash dynamic light too small and it fades out
Fullbright colors shouldn't be overbright
Water turbulence and warp too wide
Explosion particles shouldn't gravity
FOV still defaults to 100
Muzzleflash dynamic light too small and it fades out
Fullbright colors shouldn't be overbright
Water turbulence and warp too wide
- Sat Aug 30, 2014 6:29 pm
- Forum: Engine Programming
- Topic: FTE Vanilla Option
- Replies: 34
- Views: 7335
Re: FTE Vanilla Option
Linking with one word is clickbait web advertisement bullshit, plain and simple as that. and it would be better for the horses' mouth to come out and start a topic here about it instead, or at least someone who's excited for it that doesn't exploit that excitement to plug their own cliquey place.
- Wed Aug 27, 2014 8:18 pm
- Forum: Modeling
- Topic: Quake MDL vs MD2...
- Replies: 13
- Views: 11304
Re: Quake MDL vs MD2...
His concern is convenient origin/rotate/scale adjustment which isn't a bad idea to have in the IQM pipeline.
and his models are original and he doesn't use blender.
and his models are original and he doesn't use blender.
- Wed Aug 27, 2014 1:58 am
- Forum: Modeling
- Topic: problems with lightgrid and alpha channel
- Replies: 5
- Views: 7174
Re: problems with lightgrid and alpha channel
The lightgrid doesn't apply to models lit with rgbGen vertex. Models compiled into Q3BSP maps become part of the map geometry and use calculated baked lighting on their vertices (on map compile) via rgbGen vertex, not the lightgrid.
so, use rgbGen lightingDiffuse for your non-Q3BSP cases.
so, use rgbGen lightingDiffuse for your non-Q3BSP cases.
- Fri Aug 22, 2014 8:52 pm
- Forum: General Discussion
- Topic: RaQdoll
- Replies: 36
- Views: 22648
Re: RaQdoll
Darkpalces does have built-in video capture functions IIRC AFAIK
- Fri Aug 22, 2014 7:57 pm
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 56432
Re: [id3][WIP] OpenArena3
App market is wild west scummy. Ignorance is bliss. Also, nothing to do with the OA3 reboot
- Thu Aug 21, 2014 5:34 am
- Forum: Engine Programming
- Topic: _wateralpha and other worldspawn keys proposal
- Replies: 36
- Views: 8528
Re: _wateralpha and other worldspawn keys proposal
also the whole "compatibility with glquake and other old engines" goosechase reason is silly since this was suggested from a mapping place where vanilla engines and their limits don't exactly apply.
- Wed Aug 20, 2014 1:08 pm
- Forum: Engine Programming
- Topic: _wateralpha and other worldspawn keys proposal
- Replies: 36
- Views: 8528
Re: _wateralpha and other worldspawn keys proposal
I still don't think this kind of thing needs any QuakeC-based intervention at all.
- Mon Aug 18, 2014 1:52 am
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 56432
Re: [id3][WIP] OpenArena3
Currently i'm trying to figure out how to modify lhtgatools/cleanup to demote a 32-bit TGA to 24-bit if the alpha channel is completely opaque since it's a waste for space, loading time and works against batch compression processes.
- Sun Aug 17, 2014 6:45 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6164313
Re: What are you working on?
For that to work effectively you'd also need something like OA's videoflags - to lock the FOV and picmip values. Thank god GLQuake engines never adopted Q2's r_intensity.
Understandlingly I have the same feelings with regards to Doom or even the Darkstalkers community post-Brutal/MVC3.
Understandlingly I have the same feelings with regards to Doom or even the Darkstalkers community post-Brutal/MVC3.
- Fri Aug 15, 2014 5:07 pm
- Forum: Engine Programming
- Topic: _wateralpha and other worldspawn keys proposal
- Replies: 36
- Views: 8528
Re: _wateralpha and other worldspawn keys proposal
or you could shoehorn in a hexadecimal at the end followed by some symbol.
- Fri Aug 15, 2014 2:36 pm
- Forum: General Programming
- Topic: Archiving public repositories
- Replies: 14
- Views: 49012
Re: Archiving public repositories
DirectQ repository any possibility? It's been taken down and I do have a 2013 snapshot lying on my drive somewhere.
- Fri Aug 15, 2014 2:21 pm
- Forum: Engine Programming
- Topic: _wateralpha and other worldspawn keys proposal
- Replies: 36
- Views: 8528
Re: _wateralpha and other worldspawn keys proposal
but stuffcmd isn't saved
It would suck if you die in a level, reload, and see the water get opaque and the fog disappear
Also I believe _keys should override the cvar when available, and not actually change the cvar itself.
It would suck if you die in a level, reload, and see the water get opaque and the fog disappear
Also I believe _keys should override the cvar when available, and not actually change the cvar itself.