Search found 926 matches

by mankrip
Mon Mar 28, 2022 7:14 pm
Forum: News & Announcements
Topic: itembk2.wav - Site(s) restored!
Replies: 16
Views: 914

Re: itembk2.wav - Site(s) restored!

Is it possible to add a favicon to this site? That would make its bookmark easier to find.
by mankrip
Tue Feb 15, 2022 5:00 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3873
Views: 459366

Re: What are you working on?

Susan, those monsters are great! Looks perfect for an indie game.
by mankrip
Thu Dec 30, 2021 12:56 am
Forum: General Programming
Topic: GZip coding
Replies: 0
Views: 255

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...
by mankrip
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: 682

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...
by mankrip
Sat Dec 04, 2021 3:43 pm
Forum: News & Announcements
Topic: itembk2.wav - Site(s) restored!
Replies: 16
Views: 914

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.
by mankrip
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: 682

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...
by mankrip
Mon Nov 22, 2021 3:46 am
Forum: General Programming
Topic: Creating a flexible malloc
Replies: 2
Views: 208

Re: Creating a flexible malloc

The error was in the if statement before the Sys_Error, I've fixed it now.
by mankrip
Mon Nov 22, 2021 2:53 am
Forum: General Programming
Topic: Creating a flexible malloc
Replies: 2
Views: 208

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...
by mankrip
Mon Nov 15, 2021 12:31 am
Forum: News & Announcements
Topic: itembk2.wav - Site(s) restored!
Replies: 16
Views: 914

Re: itembk2.wav - Site(s) restored!

Yep, it's working. Great news. :biggrin:
by mankrip
Tue Jul 10, 2018 8:50 pm
Forum: General Discussion
Topic: Blood in OpenGL finally
Replies: 18
Views: 9308

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...
by mankrip
Wed Jun 13, 2018 6:10 pm
Forum: Modeling
Topic: Fun with new Quake1 models
Replies: 26
Views: 8955

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...
by mankrip
Sun May 27, 2018 6:22 am
Forum: Engine Programming
Topic: Screen coordinates of BSP polygon vertexes
Replies: 3
Views: 3185

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...
by mankrip
Sat May 26, 2018 4:19 pm
Forum: Engine Programming
Topic: Screen coordinates of BSP polygon vertexes
Replies: 3
Views: 3185

Re: Screen coordinates of BSP polygon vertexes

Here's a video showing the problem. The polygon midpoint algorithm should point the crosshair (cl_crossx.value, cl_crossy.value) to the midpoint (between the nearest and farthest vertexes) of the polygon of the wall in front of the slipgate, but it keeps pointing to random places in the floor when ...
by mankrip
Sun May 20, 2018 7:53 am
Forum: Engine Programming
Topic: Screen coordinates of BSP polygon vertexes
Replies: 3
Views: 3185

Screen coordinates of BSP polygon vertexes

I'm having a hell of a hard time trying to do this on a BSP polygon: - Get the on-screen vertex coordinates which are nearest and farthest from the screen plane; - Calculate their midpoint (mid = near + 0.5 * (far - near), for each axis); - Display the crosshair over it (setting cl_crossx to mid[0] ...
by mankrip
Wed May 02, 2018 5:40 am
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 18085

Re: Funny C Rules (And Low-Level Languages in general)

a bitshift will take only one clock, while memory references can easily take many many more. The thing is, I couldn't find any C article detailing how many clock cycles it can take to read referenced values. Only x86 Assembly articles, which I haven't learned. Memory access is FAR from free - espec...