Search found 219 matches

by jitspoe
Mon Sep 28, 2015 5:31 am
Forum: General Discussion
Topic: Doom 4 trailer?
Replies: 90
Views: 82854

Re: Doom 4 trailer?

I must say, the gibs and hit reactions look really nice. Getting things to look good at that level of detail is no simple task.
by jitspoe
Sat Sep 26, 2015 5:49 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6132058

Re: What are you working on?

Starviewer is limited to the Quake2 bounds, and it's in a really large room because I was in a rush to get it done. :) If you want more freedom / a larger universe, you should check out Space Engine. Another not-quake-related thing, but I tried making a quick 2D pixel art animation. Might try my han...
by jitspoe
Sat Sep 26, 2015 3:43 am
Forum: General Discussion
Topic: Can't stay logged in
Replies: 17
Views: 8290

Can't stay logged in

Every day when I visit these forums, I have to re-login. I also have to have the &sid=<some big number> in the url or I'll get logged out as well. Didn't have this problem with the old Inside3D boards.

Likely due to the fact that nobody supports Opera 12 anymore. :(
by jitspoe
Wed Sep 23, 2015 6:11 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6132058

Re: What are you working on?

Hmm, lots of stuff going on in my life, so I haven't had time to post much, but now I have a bunch of things to post! I put the source for that star viewer program I made in the Q2 engine up on GitHub, if anybody wants to play with it. I also added a (quick and dirty) command to generate skyboxes, t...
by jitspoe
Mon Jul 27, 2015 2:42 am
Forum: Engine Programming
Topic: Define Most Annoying Task?
Replies: 27
Views: 8437

Re: Define Most Annoying Task?

Setting stuff up is often a pain. I might have to go with that one, but I think the most annoying task is trying to fix some bug that only happens 1/100 times and makes no sense...
by jitspoe
Tue Jul 14, 2015 5:06 am
Forum: Engine Programming
Topic: (Multi-) Threading
Replies: 59
Views: 10083

Re: (Multi-) Threading

Throwing in a couple cents from what I've learned with multithreading: 1) Don't bother unless there's an obvious benefit. Figuring out multithreading bugs is a whole new level of nightmare. Obvious benefits are things like: responsive UI while establishing HTTP connections or loading files. Squeezin...
by jitspoe
Mon Jul 13, 2015 5:54 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6132058

Re: What are you working on?

Haven't had much free time lately, so still slowly working on bot AI stuff.

Getting natural looking aiming and shooting:

https://vimeo.com/126889898

https://www.youtube.com/watch?v=EfVI0218V4U

(both are the same video, just on different hosting sites).
by jitspoe
Sun Apr 05, 2015 8:58 am
Forum: Engine Programming
Topic: KMQuake2 Crash
Replies: 5
Views: 1646

Re: KMQuake2 Crash

Once I figured out it was the long filename causing the crash, I switched to a shorter filename and didn't dig into it any further. I just wanted to make sure you knew so it could be fixed. :)
by jitspoe
Sun Apr 05, 2015 8:47 am
Forum: General Discussion
Topic: SuperQot
Replies: 3
Views: 1863

Re: SuperQot

Interesting -- haven't actually tried superhot, but this concept feels a little strange in Quake. Quake isn't exactly a game where you ever stand still...
by jitspoe
Sun Apr 05, 2015 8:06 am
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 54457

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

do { stuff (); // this works } while (true); do { stuff (); // this doesn't, even though it comes before the conditional check } while (false); And I figured out that the need for ( ) in sizeof is because of pointers, like i = sizeof(cvar_t *) - 1; instead of i = sizeof cvar_t * - 1; do { ... } whi...
by jitspoe
Wed Mar 11, 2015 5:03 am
Forum: General Discussion
Topic: Unity 5 and Unreal Engine 4 are now free of charge!
Replies: 21
Views: 9332

Re: Unity 5 and Unreal Engine 4 are now free of charge!

Spiney wrote:Guess blueprints give new meaning to 'spagetti code'.
Haha, yeah. The amount you can do with it is pretty cool, but it gets out of hand very quickly (especially when it gets to replicating things).
by jitspoe
Wed Mar 11, 2015 4:26 am
Forum: Engine Programming
Topic: KMQuake2 Crash
Replies: 5
Views: 1646

KMQuake2 Crash

I was testing my map in KMQuake2, and it crashed on load. I think it might have been because I had the .tga files for the sky, but not the .pcx. I compiled and debugged the engine, and it seemed to have something to do with the precache/CL_RequestNextDownload() code, but I couldn't pinpoint exactly ...
by jitspoe
Mon Mar 09, 2015 4:42 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6132058

Re: What are you working on?

Cool. Can't remember the last time I tried mapping for Quake1. This is for a Quake2 mapping contest, though. Then somebody informed me that ArghRad already had a better way of handling ambient light using "_sun_surface" instead of "_sun_ambient" *sigh* Precious contest time waste...
by jitspoe
Mon Mar 09, 2015 4:09 am
Forum: Mapping
Topic: (Quake2) func_timer that starts immediately?
Replies: 1
Views: 5125

Re: (Quake2) func_timer that starts immediately?

Never mind. I figured out a way. Apparently you can have a trigger_once that has a targetname and a delay, so I was able to: func_timer->func_timer->target_speaker ^ | | V | trigger_relay | | | V \ trigger_once Edit: Actually, I think the relay is pointless. I can probably just do func_timer<->trigg...
by jitspoe
Mon Mar 09, 2015 3:49 am
Forum: Mapping
Topic: (Quake2) func_timer that starts immediately?
Replies: 1
Views: 5125

(Quake2) func_timer that starts immediately?

So I'm trying to figure out a way to do this in vanilla Quake2: Timer starts playing a sound ~2 seconds after the match start, then repeats every 30 seconds. The problem is, when start_on is set, it adds the wait time to the initial start, so if I have "delay" set to "2" and &quo...