Search found 133 matches

by andrewj
Sat Nov 15, 2014 10:10 am
Forum: CSQC Programming
Topic: CSQC client TO server approach
Replies: 2
Views: 3368

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...
by andrewj
Thu Mar 21, 2013 10:27 am
Forum: Engine Programming
Topic: Possible to allocate a small function at run-time?
Replies: 4
Views: 2342

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...
by andrewj
Sat Mar 09, 2013 11:59 am
Forum: Engine Programming
Topic: Split-screen theory
Replies: 3
Views: 2294

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...
by andrewj
Sat Mar 09, 2013 11:48 am
Forum: Mapping
Topic: The TrenchBroom Level Editor for Quake
Replies: 143
Views: 131029

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...
by andrewj
Fri Mar 01, 2013 11:43 pm
Forum: Mapping
Topic: The TrenchBroom Level Editor for Quake
Replies: 143
Views: 131029

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...
by andrewj
Fri Dec 21, 2012 3:58 am
Forum: Engine Programming
Topic: OP_LOAD_FLD and OP_STOREP_FLD
Replies: 1
Views: 2351

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...
by andrewj
Fri Dec 21, 2012 3:45 am
Forum: General Programming
Topic: Quake2 had model weapon flashes
Replies: 2
Views: 4147

Re: Quake2 had model weapon flashes

interesting find.

Maybe they tried it and it just looked crap.
by andrewj
Mon Oct 15, 2012 8:29 am
Forum: QuakeC Programming
Topic: Randomized lists
Replies: 6
Views: 2775

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...
by andrewj
Sun Oct 14, 2012 11:27 am
Forum: QuakeC Programming
Topic: Randomized lists
Replies: 6
Views: 2775

Re: Randomized lists

Has nobody ever made a decent QC implementation of a list datatype?
by andrewj
Mon Oct 01, 2012 11:28 am
Forum: General Discussion
Topic: Oblige 4.28 Released
Replies: 3
Views: 2353

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...
by andrewj
Tue Sep 18, 2012 6:32 am
Forum: Modeling
Topic: Blender md2 issues
Replies: 11
Views: 4824

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 ...
by andrewj
Tue Sep 18, 2012 6:24 am
Forum: Engine Programming
Topic: surf8.s asm - taking out the lightmap smoothing
Replies: 17
Views: 3739

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:

Code: Select all

andl    $0xFFFFF,%ebp
....
andl    $0xFFFFF,%ebx
Change $0xFFFFF to $0x0
by andrewj
Sun Sep 16, 2012 5:22 am
Forum: QuakeC Programming
Topic: Checking if an entity is within a players view
Replies: 13
Views: 3413

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...
by andrewj
Sun Sep 16, 2012 5:13 am
Forum: Modeling
Topic: Blender md2 issues
Replies: 11
Views: 4824

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...
by andrewj
Sun Sep 09, 2012 10:53 am
Forum: Mapping
Topic: Quake Map Sources
Replies: 42
Views: 23224

Re: Quake Map Sources

taniwha wrote:How do non-solid skies work, anyway? I've never understood that.
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.