Search found 133 matches
- Sat Nov 15, 2014 10:10 am
- Forum: CSQC Programming
- Topic: CSQC client TO server approach
- Replies: 2
- Views: 4296
Re: CSQC client TO server approach
I don't think this idea can really work. Quake engines are designed around the concept of the server having the definitive game state, and the clients being mere "viewers" of a particular subset of the game state. If you want better physics, then it needs to be done in the server code (SSQ...
- Thu Mar 21, 2013 10:27 am
- Forum: Engine Programming
- Topic: Possible to allocate a small function at run-time?
- Replies: 4
- Views: 2382
Re: Possible to allocate a small function at run-time?
Also program code is stored in write-protected memory areas on modern OSes -- trying to memcpy Think2 over Think1 is going to cause a general protection fault or segmentation violation. Unless you absolutely need to create executable code yourself -- don't do it. You will need OS-specific code to al...
- Sat Mar 09, 2013 11:59 am
- Forum: Engine Programming
- Topic: Split-screen theory
- Replies: 3
- Views: 2327
Re: Split-screen theory
Spike, with your single-connection approach, do you (for example) SV_WriteEntitiesToClient independently for each player, or optimise the network traffic by sending each entity only once (i.e. if it touches the PVS of either player) ? P.S. there is a Quake 3 port with splitscreen capability, be inte...
- Sat Mar 09, 2013 11:48 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 137499
Re: The TrenchBroom Level Editor for Quake
There's some discussion on DoomWorld forums about your editor, here: http://www.doomworld.com/vb/showthread.php?postid=1152391 I think it would be great if TrenchBroom could read the textures directly out of the PAK files of the game, especially for people not used to quake editing. I have written c...
- Fri Mar 01, 2013 11:43 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 137499
Re: The TrenchBroom Level Editor for Quake
For releases you should provide a source zip -- downloading 64MB of git repository is a pain compared with a 10MB (pure guess) source package. Anyway, congratulations on your 1.0 release, I can see a lot of work has gone into this program. I personally work on a cross-platform editor for a similarly...
- Fri Dec 21, 2012 3:58 am
- Forum: Engine Programming
- Topic: OP_LOAD_FLD and OP_STOREP_FLD
- Replies: 1
- Views: 2386
OP_LOAD_FLD and OP_STOREP_FLD
I'm learning more about how QCC works, and I just noticed that OP_LOAD_FLD and OP_STOREP_FLD instructions are never generated when compiling the standard game code. Can they actually be used in valid qc code? Or was it some unfinished feature (my guess would be an ability to pass field names as para...
- Fri Dec 21, 2012 3:45 am
- Forum: General Programming
- Topic: Quake2 had model weapon flashes
- Replies: 2
- Views: 4994
Re: Quake2 had model weapon flashes
interesting find.
Maybe they tried it and it just looked crap.
Maybe they tried it and it just looked crap.
- Mon Oct 15, 2012 8:29 am
- Forum: QuakeC Programming
- Topic: Randomized lists
- Replies: 6
- Views: 2823
Re: Randomized lists
QC doesn't have datatypes. It has entities. It has floats. It has strings. It has vectors. It has fields. It has functions. And that's it. I know all that. I'm talking about a nice little QC library to handle lists: entity() list_create = ... entity(entity L) list_head = ... entity(entity L) list_t...
- Sun Oct 14, 2012 11:27 am
- Forum: QuakeC Programming
- Topic: Randomized lists
- Replies: 6
- Views: 2823
Re: Randomized lists
Has nobody ever made a decent QC implementation of a list datatype?
- Mon Oct 01, 2012 11:28 am
- Forum: General Discussion
- Topic: Oblige 4.28 Released
- Replies: 3
- Views: 2392
Oblige 4.28 Released
OBLIGE is a random level generator for some classic FPS games, including Quake and Quake II. I have just released version 4.28 -- the most notable feature of this release is support for Quake II, and much better support for Quake (e.g. proper lighting, adequate vis, no more collision issues). Despit...
- Tue Sep 18, 2012 6:32 am
- Forum: Modeling
- Topic: Blender md2 issues
- Replies: 11
- Views: 4908
Re: Blender md2 issues
4) 256 vertices max? ouch! You misunderstood what Spike was saying. In MD2 format, vertex precision is low. It is like there is a 3D grid, and the grid only has 256 points on each axis (256x256x256 points in total), and vertexes can only exist at these grid points. You can definitely use more than ...
- Tue Sep 18, 2012 6:24 am
- Forum: Engine Programming
- Topic: surf8.s asm - taking out the lightmap smoothing
- Replies: 17
- Views: 3817
Re: d_surf asm - taking out the lightmap smoothing
Very quick and dirty way:
In each function (R_DrawSurfaceBlock_mip0..3) there are two 'and' instructions:
Change $0xFFFFF to $0x0
In each function (R_DrawSurfaceBlock_mip0..3) there are two 'and' instructions:
Code: Select all
andl $0xFFFFF,%ebp
....
andl $0xFFFFF,%ebx
- Sun Sep 16, 2012 5:22 am
- Forum: QuakeC Programming
- Topic: Checking if an entity is within a players view
- Replies: 13
- Views: 3461
Re: Checking if an entity is within a players view
I run this function through W_WeaponFrame(); in weapons.qc so that it runs all the time, and I do that with a lot of other functions that require constant "monitoring". Is that bad to do? Or should it go in player pre or post think or something? W_WeaponFrame is called from PlayerPostThin...
- Sun Sep 16, 2012 5:13 am
- Forum: Modeling
- Topic: Blender md2 issues
- Replies: 11
- Views: 4908
Re: Blender md2 issues
4: md2 has no size limits, but does only have 8-bit precision with arbitary scale. This means that you can have a model 100 miles wide, but you'll only have 256 different points that you can put a vertex. the scale is per-frame, which results in vertex swiming. Well surely a good exporter would hav...
- Sun Sep 09, 2012 10:53 am
- Forum: Mapping
- Topic: Quake Map Sources
- Replies: 42
- Views: 23346
Re: Quake Map Sources
I didn't think it was possible with standard Quake -- hitscans and projectiles use the rendering hull for collision detection but there is still a polygon there with the sky texture on it.taniwha wrote:How do non-solid skies work, anyway? I've never understood that.