Search found 929 matches
- Thu Jul 21, 2022 4:39 am
- Forum: Programming Tutorials
- Topic: Extending Quake Limits - Part 1: Static Entities
- Replies: 3
- Views: 2782
Re: Extending Quake Limits - Part 1: Static Entities
An extra info: R_RemoveEfrags is completely useless. It is only called when ent->model is false, but the entity efrags are only generated for static entities where ent->model is true. So, every time R_RemoveEfrags is called it does nothing, because ent->efrag is already NULL. I suspect that R_Remove...
- Thu Jul 21, 2022 12:56 am
- Forum: Programming Tutorials
- Topic: Extending Quake Limits - Part 1: Static Entities
- Replies: 3
- Views: 2782
Re: Extending Quake Limits - Part 1: Static Entities
Alright, here's how to eliminate the limit of efrags. Add this prototype above CL_ClearState: extern void CL_Init_EFrags (void); In CL_ClearState, delete this line: memset (cl_efrags, 0, sizeof(cl_efrags)); And replace these lines... // // allocate the efrags and chain together into a free list // c...
- Wed Jul 20, 2022 6:15 pm
- Forum: Programming Tutorials
- Topic: Extending Quake Limits - Part 1: Static Entities
- Replies: 3
- Views: 2782
Re: Extending Quake Limits - Part 1: Static Entities
Although we no longer have a limit on the number of static entities we still have a limit on the number of efrags I'm trying to figure out how to remove this limit. It is hit in the function R_SplitEntityOnNode, when cl.free_efrags goes full. When the map starts, cl.free_efrags is initialized as a ...
- Mon Mar 28, 2022 7:14 pm
- Forum: News & Announcements
- Topic: itembk2.wav - Site(s) restored!
- Replies: 16
- Views: 2235
Re: itembk2.wav - Site(s) restored!
Is it possible to add a favicon to this site? That would make its bookmark easier to find.
- Tue Feb 15, 2022 5:00 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 515485
Re: What are you working on?
Susan, those monsters are great! Looks perfect for an indie game.
- Thu Dec 30, 2021 12:56 am
- Forum: General Programming
- Topic: GZip coding
- Replies: 0
- Views: 591
GZip coding
I'm implementing support for it right now, and I found out that GZip files does feature a checksum in the footer. What should I code to detect if the checksum is valid? Also, what happens when extra content is appended to the file? Is the old footer overwritten by the new data, or is the new data wr...
- Tue Dec 14, 2021 9:26 pm
- Forum: Project Showcase
- Topic: Retroquad - a Quake engine with the most advanced realtime 8-bit color software renderer on Earth
- Replies: 4
- Views: 1775
Re: Retroquad - a Quake engine with the most advanced realtime 8-bit color software renderer on Earth
Here's my Christmas present for everyone this year: Retroquad 0.10.0. I'm looking for feedback, both good and bad. I've had only one report of people being unable to run it in Windows 7. Can anyone else can confirm this? I wonder if that may be caused by me compiling it under Windows 10, but I don't...
- Sat Dec 04, 2021 3:43 pm
- Forum: News & Announcements
- Topic: itembk2.wav - Site(s) restored!
- Replies: 16
- Views: 2235
Re: itembk2.wav - Site(s) restored!
Is there no way to edit threads? I can't find an "edit" button in the first post of my threads.
- Wed Dec 01, 2021 1:33 am
- Forum: Project Showcase
- Topic: Retroquad - a Quake engine with the most advanced realtime 8-bit color software renderer on Earth
- Replies: 4
- Views: 1775
Retroquad - a Quake engine with the most advanced realtime 8-bit color software renderer on Earth
This is a project I've been working on for years: Retroquad 0.6.6 Public Release . Retroquad is an 8-bit color renderer in substance, rather than style. It substantially uses 8-bit color rendering to create a visual style beyond that of any other 8-bit color renderer. In other words, what's Retroqua...
- Mon Nov 22, 2021 3:46 am
- Forum: General Programming
- Topic: Creating a flexible malloc
- Replies: 2
- Views: 583
Re: Creating a flexible malloc
The error was in the if statement before the Sys_Error, I've fixed it now.
- Mon Nov 22, 2021 2:53 am
- Forum: General Programming
- Topic: Creating a flexible malloc
- Replies: 2
- Views: 583
Creating a flexible malloc
Here's my attempt at a flexible memory allocation method: If there's not enough RAM, the value of the desired amount is halved until malloc suceeds. The algorithm then iterates down from the previously attempted higher amount value, until the highest possible available amount value is found. The alg...
- Mon Nov 15, 2021 12:31 am
- Forum: News & Announcements
- Topic: itembk2.wav - Site(s) restored!
- Replies: 16
- Views: 2235
Re: itembk2.wav - Site(s) restored!
Yep, it's working. Great news. 

- Tue Jul 10, 2018 8:50 pm
- Forum: General Discussion
- Topic: Blood in OpenGL finally
- Replies: 18
- Views: 10849
Re: Blood in OpenGL finally
As promised, and now using openjdk instead of the commercial jet runtime. https://sourceforge.net/projects/cbadvanced/files/Built%20By%20CB%20Advanced/BloodGDX-0.792.7z/download If you have the gog one unit whole blood version just drop the contents in the folder with the game files and run BloodGD...
- Wed Jun 13, 2018 6:10 pm
- Forum: Modeling
- Topic: Fun with new Quake1 models
- Replies: 26
- Views: 10730
Re: Fun with new Quake1 models
Last ones I made for the Quake Startrek mod. http://home.kpn.nl/lo2kf8/quake/models/quark.gif Quark, oh editor, you took twenty years of my life! :shock: http://home.kpn.nl/lo2kf8/quake/models/rom.gif Without Rom he wouldn't come very far. http://home.kpn.nl/lo2kf8/quake/models/terminus.gif This bi...
- Sun May 27, 2018 6:22 am
- Forum: Engine Programming
- Topic: Screen coordinates of BSP polygon vertexes
- Replies: 3
- Views: 3658
Re: Screen coordinates of BSP polygon vertexes
The thing is, the polygon rasterizer already does all the projection calculations, so having to project the polygon again is a waste of processing. Plus, the vertex data from the rasterizer is already clipped to the frustum and to the other bmodels, so it should give a more accurate result which won...