Search found 2787 matches

by leileilol
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
by leileilol
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...
by leileilol
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
by leileilol
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.
by leileilol
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.
by leileilol
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.
by leileilol
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
by leileilol
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
by leileilol
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.
by leileilol
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.
by leileilol
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.
by leileilol
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.
by leileilol
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.
by leileilol
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.
by leileilol
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.