Search found 92 matches

by ericw
Sun Oct 14, 2018 11:22 pm
Forum: Engine Programming
Topic: DirectQ II
Replies: 19
Views: 20847

Re: DirectQ II

I found a copy of DirectQII 2012-11-29 including source:
http://hendricks266.duke4.net/stuff/Dir ... -11-29.zip

(MH: hope you don't mind me linking this :) )
by ericw
Wed Apr 18, 2018 6:37 am
Forum: Engine Programming
Topic: FP precision crushing the player on buttons
Replies: 1
Views: 5056

FP precision crushing the player on buttons

We had a report that, on 64-bit builds of Quakespasm, players were getting crushed when pressing angled buttons in some custom maps/mods: * - Travail's qte1m2.bsp: noclip to 2788 732 -584, and press the button. The player will get crushed and killed on affected engines. - sm179_otp.bsp: pressing the...
by ericw
Wed Oct 04, 2017 9:48 pm
Forum: Engine Programming
Topic: Software Edge Clipping With GL?
Replies: 43
Views: 40360

Re: Software Edge Clipping With GL?

Yeah - I mean the .ent's aren't the worst, but if this "emulate SGIX_reference_plane with GLSL" idea actually works, it seems like it would be better, and wouldn't have the issues of adding cracks around secret doors that gl_ztrick does. If it works, what I was thinking was: - new "gl...
by ericw
Wed Oct 04, 2017 7:44 pm
Forum: Engine Programming
Topic: Software Edge Clipping With GL?
Replies: 43
Views: 40360

Re: Software Edge Clipping With GL?

I was thinking about this again... QuakeSpasm's solution of including hacked .ent files for id1 maps is not the greatest. First train of thought was, -add the face plane (float3 normal, float dist) for each vertex to the VBO for BSP models. -maybe render the world into a float4 FBO color buffer, wri...
by ericw
Wed Oct 04, 2017 6:44 pm
Forum: Engine Programming
Topic: UWP/DirectX Quake ports?
Replies: 8
Views: 5952

Re: UWP/DirectX Quake ports?

SDL2 has a winRT backend. It seems to have some stuff in place for providing OpenGL ES via ANGLE:
https://hg.libsdl.org/SDL/file/3a23ca10 ... tvideo.cpp

Never tried any of it, but engines that support SDL2 and GLES already (DP and FTE?) might run on winRT with little effort?
by ericw
Wed Aug 23, 2017 9:15 pm
Forum: Programming Tutorials
Topic: Compatibility Benchmark Mods
Replies: 45
Views: 22903

Re: Compatibility Benchmark Mods

Crossposting this from func_msgboard: SV_TouchLinks abuse test case: http://quaketastic.com/files/misc/touchlinks-test.zip "The player spawns over 4 nailguns. The nailgun touch function calls setorigin() to move all 4 nailguns to the other side of the map (into another areanode). The map freeze...
by ericw
Wed Aug 23, 2017 9:10 pm
Forum: Modeling
Topic: Questions on Quake 1 MDL
Replies: 5
Views: 3857

Re: Questions on Quake 1 MDL

Preach also has some tools:
https://tomeofpreach.wordpress.com/md3tomdl/
https://tomeofpreach.wordpress.com/qmdl/ -- python module for working with mdl
by ericw
Fri Jul 28, 2017 7:46 pm
Forum: Engine Programming
Topic: weird (numleafs+31)>>3 in SV_FatPVS
Replies: 2
Views: 4601

Re: weird (numleafs+31)>>3 in SV_FatPVS

Yeah, I think it must have been an attempt to round up to the nearest multiple of 4, but even then it doesn't work as written:

>>> x = 12
>>> (x + 31) / 8
5
by ericw
Wed Jul 26, 2017 3:58 am
Forum: Engine Programming
Topic: weird (numleafs+31)>>3 in SV_FatPVS
Replies: 2
Views: 4601

weird (numleafs+31)>>3 in SV_FatPVS

This is a bug/typo, right? fatbytes = (sv.worldmodel->numleafs+31)>>3; https://github.com/id-Software/Quake/blob/master/WinQuake/sv_main.c#L412 That gives the number of bytes for the bitvector, plus 3 bytes padding, which seems useless. It should just be (numleafs+7)>>3 like all of the other PVS buf...
by ericw
Wed Jul 19, 2017 2:19 am
Forum: Engine Programming
Topic: Alloc Block error
Replies: 8
Views: 8795

Re: Alloc Block error

QS's current limit is equal to a 4096x2048 texture and can handle most maps (even e1-4.bsp) so you wouldn't even need to go as high as 16k x 16k. Some time I want to check out the performance difference of 1 lightmap texture over many. IIRC there is a tutorial on here about updating less than the fu...
by ericw
Thu Jul 13, 2017 11:30 pm
Forum: Engine Programming
Topic: Alloc Block error
Replies: 8
Views: 8795

Re: Alloc Block error

With the error commented out, I think all the faces from that point onward will just have wrong lightmaps. Might only affect a corner of the map. Dynamic or increases limit - not sure how much more work it is to make it dynamic, probably not too bad? In quakespasm I was lazy and just raised the limi...
by ericw
Sun Jul 09, 2017 7:44 pm
Forum: Mapping
Topic: large maps help
Replies: 23
Views: 25918

Re: large maps help

@toneddu2000 "brushDef" is the "brush primitives" map format.
afaik my compiler is the only Q1 qbsp with brush primitives support, and it should be OK with +-65k unit maps.
https://github.com/ericwa/tyrutils-ericw/releases
by ericw
Mon Jun 12, 2017 6:56 pm
Forum: Engine Programming
Topic: Calling Conventions/Stack
Replies: 14
Views: 9705

Re: Calling Conventions/Stack

Have you checked out libffi Baker? This lets you call compiled code at runtime given the function name as a string. https://en.wikipedia.org/wiki/Libffi That said, IMHO reflection should be considered harmful(TM) in most cases, usually there is a statically typed way to get the same result. If you w...
by ericw
Fri Jun 09, 2017 5:38 pm
Forum: Engine Programming
Topic: QBSP-VIS-RAD compiling process detailed documentation?
Replies: 5
Views: 4504

Re: QBSP-VIS-RAD compiling process detailed documentation?

I'm not sure if it would cause results like that, but LightThread takes a pointer argument (it's unused), so call it like this: LightThread(NULL); I've got a fork of tyrutils, but it's straying quite far from the original utils so it may not be useful to study (and I've made a bit of a mess admitted...
by ericw
Sat Feb 25, 2017 3:06 am
Forum: Mapping
Topic: large maps help
Replies: 23
Views: 25918

Re: large maps help

The qbsp in tyrutils-ericw should be ok up to at least +-32k units: https://github.com/ericwa/tyrutils-ericw/releases I can easily raise the limit further, as it's pretty much just one constant in qbsp (BOGUS_RANGE, I currently have it at 65536) As spike said, hmap2 should also be good for large map...