Search found 219 matches
- 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.
- 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...
- 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.
Likely due to the fact that nobody supports Opera 12 anymore.
- 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...
- 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...
- 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...
- 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).
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).
- 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.
- 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...
- 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...
- 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!
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).Spiney wrote:Guess blueprints give new meaning to 'spagetti code'.
- 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 ...
- 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...
- 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...
- 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...