Search found 219 matches

by jitspoe
Sun Mar 01, 2015 2:48 am
Forum: Mapping
Topic: Dark spots/edges near sky when using sky lighting in Quake2
Replies: 20
Views: 13034

Re: Dark spots/edges near sky when using sky lighting in Qua

Hmm, changing that would effectively change the falloff of light in general to be less accurate, wouldn't it?
by jitspoe
Sun Mar 01, 2015 2:38 am
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 54428

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

I generally return true on success for most functions, unless they can return more than 2 values. The compare functions return 0 for "true" or "equal" because they can return both positive and negative values, which matters when used for sorting. To reduce confusion, I've made my...
by jitspoe
Fri Feb 27, 2015 1:35 am
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 54428

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

I didn't know about the sizeof one. Nice find! I never thought about sizeof much until I ran across a interest rant by Linus Torvalds. I don't think sizeof had much to do with the rant, but he was calling someone ignorant in great detail because they were criticizing an alleged shortcoming in C wit...
by jitspoe
Fri Feb 27, 2015 1:30 am
Forum: Engine Programming
Topic: Porting codebases to 64 bit
Replies: 20
Views: 15129

Re: Porting codebases to 64 bit

What's the point in switching to 64bit? Are you planning to address more than 2 gigs of memory?
by jitspoe
Thu Feb 26, 2015 11:03 pm
Forum: Artificial Intelligence
Topic: The Dijkstra Project
Replies: 23
Views: 14183

Re: The Dijkstra Project

This is a common problem with waypoints in general, especially with complex geometry. I've got a video of the stuff I'm working in with waypoints here: https://vimeo.com/116576240 Ultimately, I think I'm going to do away with them completely and try to use something more along the lines of a navmesh...
by jitspoe
Thu Feb 26, 2015 9:57 pm
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 54428

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

The "string" "combination" stuff is super useful: A lame example, but: #define GAME_NAME "MyTestGame" const char *welcome_string = "Hello, and welcome to " GAME_NAME "! Enjoy your stay!" If you have a string like this that frequently changes and is u...
by jitspoe
Thu Feb 26, 2015 9:49 pm
Forum: Mapping
Topic: Dark spots/edges near sky when using sky lighting in Quake2
Replies: 20
Views: 13034

Dark spots/edges near sky when using sky lighting in Quake2

If you have a wall directly up against a sky ceiling, you'll get some weird shadowy edges on it. I'm pretty sure ArghRad fixed this, and maybe some other compilers. Anybody know how this fix was done?
by jitspoe
Tue Feb 24, 2015 4:07 am
Forum: Quake Events
Topic: Rock2ober 2014!!
Replies: 4
Views: 5436

Re: Rock2ober 2014!!

Cool vid, though I didn't have time to watch it all the way through. I feel like I missed a big piece of gaming culture since I never really played much TF. I think I'd just be holding my team back if I played now.
by jitspoe
Tue Feb 24, 2015 4:04 am
Forum: Engine Programming
Topic: Clang Windows
Replies: 13
Views: 2786

Re: Clang Windows

If I recall correctly, you can use the Microsoft compilers without Visual Studio. You shouldn't need to distribute them, as you can just distribute your compiled executables. I believe there's also an Intel compiler that's supposed to be pretty good, but I haven't heard anything about it lately. The...
by jitspoe
Tue Feb 24, 2015 3:55 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6131960

Re: What are you working on?

Image

Getting started on a map for the Quake 2 Cafe mapping contest. More WIP stuff will be posted here... if I have time to get around to it: http://leray.proboards.com/thread/3632/ ... -wip-stuff
by jitspoe
Wed Feb 18, 2015 9:31 pm
Forum: Mapping
Topic: Texture alignment with origin brushes and func_door_rotate
Replies: 6
Views: 6763

Re: Texture alignment with origin brushes and func_door_rota

That's kind of what I was thinking. I just didn't want to try to fix it there, then discover it was misaligned in other Quake2 engines because the bug was fixed elsewhere.
by jitspoe
Wed Feb 18, 2015 5:53 am
Forum: Mapping
Topic: Q2 QBSP3 That Properly Handles Small Brushes?
Replies: 13
Views: 11506

Re: Q2 QBSP3 That Properly Handles Small Brushes?

Hm, I thought I already had. Guess not. ---------------------- qbsp.h: Made this global: #define PLANESIDE_EPSILON 0.001 ----------------------- brushbsp.c I removed the local #define PLANESIDE_EPSILON In CreateBrushWindings(): I changed: ChopWindingInPlace (&w, plane->normal, plane->dist, 0); /...
by jitspoe
Wed Feb 18, 2015 5:20 am
Forum: Mapping
Topic: Texture alignment with origin brushes and func_door_rotate
Replies: 6
Views: 6763

Texture alignment with origin brushes and func_door_rotate

I thought I saw this mentioned here somewhere, but I can't seem to find it. I've just run into an issue working on a Quake2 map where converting my carefully aligned brushes into a func_door_rotating causes the textures to get all messed up. It seems the offsets are relative to the origin brush, ins...
by jitspoe
Sat Feb 14, 2015 1:29 am
Forum: Mapping
Topic: Q2 QBSP3 That Properly Handles Small Brushes?
Replies: 13
Views: 11506

Re: Q2 QBSP3 That Properly Handles Small Brushes?

Since somebody was asking for it, here's the source I modified: http://dplogin.com/files/mapmaking/utils3_src_dewan_jitr2.zip I think just the QBSP stuff has proper changes. The rad stuff is probably messed up, so I'd just ignore that. Don't think I changed the vis. I just zipped the whole source di...
by jitspoe
Fri Feb 13, 2015 2:40 am
Forum: Gameplay & Design
Topic: Modern Quake
Replies: 3
Views: 5155

Re: Modern Quake

I think it's more what's wrong with gamers, not the developers (regarding XP/progression stuff). Lots of people feel the need to have some sort of reward in order to justify their time playing, even if it is just some number that ticks up. Games without this tend to lose popularity rather quickly. A...