Hmm, not sure what to do about it. I can understand that some do want such help/reminders.
As for win64: not sure I can build that. For a very long time mingw was 32-bit only. I need to investigate that.
Search found 402 matches
- Fri Jan 18, 2013 12:59 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 66026
- Fri Jan 18, 2013 12:43 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 66026
Re: Quake MOD - In The Shadows
hmm, I wonder why SDL on windows won't toggle fullscreen. It does in linux. Via the menu, too. Try vid_fullscreen 1 in the console (one of the few vid cvars that can be changed in current QF :/). Failing that, try +set vid_fullscreen 1 on the actual command line (not the console!). BTW, it turns out...
- Fri Jan 18, 2013 10:03 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 66026
Re: Quake MOD - In The Shadows
I'm still working on the official announcement(s), but I've released QF 0.7.1 (which includes fixes for In The Shadows). The files are uploaded and the links have been updated.
0.7.1 still has the "bug" where transparent walls warp.
0.7.1 still has the "bug" where transparent walls warp.
- Fri Jan 18, 2013 5:19 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 66026
Re: Quake MOD - In The Shadows
reckless: menus, huh? trouble = no menus? does the console work? does quit bring up the confirmation box?
I suspect a packaging/installation issue: menu.dat and menu.plist should be in ./QF (QF beside id1)
I suspect a packaging/installation issue: menu.dat and menu.plist should be in ./QF (QF beside id1)
- Fri Jan 18, 2013 1:50 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 66026
Re: Quake MOD - In The Shadows
Indeed there is: main page . I haven't released anything since August or so, but downloads here . Note that the windows binaries have not been tested (or if they have, nobody's told me). Since there were some fixes for your mod, I'd better roll out a release soon. Even the first time I read the mess...
- Thu Jan 17, 2013 2:38 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6164298
Re: What are you working on?
Dr. Shadowborg: I understand your feeling, but the iqm guy actually doesn't need to as somebody else already has :). I'm glad you like my script. It seems to work with 2.65a, too, btw. One word of warning with iqm and noesis: until recently noesis was generating iqms that were not to spec (misinterp...
- Wed Jan 16, 2013 9:18 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6164298
Re: What are you working on?
Holy gorilla arms, Batman! Running around with one's arms out like that looks painful. Also, such a pose is not so useful: both arms out like that severely limits the power one can deliver. Normally, one arm is "extended" with the hand at about shoulder height and the elbow at 90 degrees, ...
- Wed Jan 16, 2013 1:28 am
- Forum: Programming Tutorials
- Topic: COM_Parse and multiline comments/DP save compatibility
- Replies: 9
- Views: 10500
Re: COM_Parse and multiline comments/DP save compatibility
Yeah, I got the email, too. I'm considering how to write a test case for "make check".
- Sun Jan 13, 2013 2:28 am
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 12549
Re: Possible Darkplaces bug ?
That explains why gles doesn't support it (edit3, which you seem to have missed) and why the feature seems to be deprecated. I can imagine the extra texels making life miserable for the hw engineer.
- Sun Jan 13, 2013 1:56 am
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 12549
Re: Possible Darkplaces bug ?
Ok, the seams I saw in glsl, sw and sw32 in QF are there in the texture (the central tile). For gl, it's the edge-of-texture sampling that causes the visible seams that should not be there. This is because the hardware is interpolating between the texels and black (beyond the texture). Isn't there a...
- Sun Jan 13, 2013 1:51 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 66026
Re: Quake MOD - In The Shadows
sock: I haven't watched any video but the very first one you posted several months ago. If I can run away and hide, I do. I then return to the scene to try again. I just suck, especially with the axe (I generally used it only for smacking walls looking for secrets). Doesn't mean I'll give up. Your m...
- Sat Jan 12, 2013 2:40 am
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 12549
Re: Possible Darkplaces bug ?
Any crack visible in a GL renderer is due to the texture sampler interpolating between texture and no texture. In QF's glsl and both sw renderers, no cracks are visible (though a bit of a seam is due to the textures not being perfectly tile-able).
- Sat Jan 12, 2013 2:34 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 66026
Re: Quake MOD - In The Shadows
Sock: heh. I figured that out fairly quickly (with the help of the screen text). My problem has been sneaking up behind the enemy only to bump and wind up in a fight :/.
- Fri Jan 11, 2013 1:56 am
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 12549
Re: Possible Darkplaces bug ?
frag.machine: thanks. grabbed it and tested. QF lights both sets of armor properly, in all four renderers (mind you, they all use the same function (I merged lighting calculations)).
- Thu Jan 10, 2013 7:25 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6164298
Re: What are you working on?
Readable fitzquake "history": http://quakeforge.net/files/gfitz.jpg The order will certainly be wrong, but each of Baker's patches have been split into a separate commit (for the most part, there are some "hmm, he didn't tag that" and "well, these are all related anyway"...