Search found 1215 matches

by Sajt
Fri May 13, 2011 4:59 am
Forum: Artificial Intelligence
Topic: Quake AI diagrams
Replies: 4
Views: 7686

Those sort of diagrams are confusing :( The code is much easier to understand for me...
by Sajt
Fri May 06, 2011 6:29 am
Forum: Artificial Intelligence
Topic: Life-Like AI vs Good AI
Replies: 27
Views: 20540

daemonicky wrote:Game is a model of reality.
Wrong! Though most nowadays game developers would agree with you rather than me...
by Sajt
Wed May 04, 2011 6:31 am
Forum: General Discussion
Topic: QuakeDev.com downtime and request for archival
Replies: 90
Views: 60018

I'll back up all the stuff I can find a password for. This includes the Quake Wiki and probably one or two expos. And this I will do soon!
by Sajt
Mon May 02, 2011 5:44 pm
Forum: QuakeC Programming
Topic: Mirror Textures
Replies: 9
Views: 1782

Also you should probably add a not before the Q_strncmp calls (!Q_strncmp).
by Sajt
Wed Apr 27, 2011 6:40 am
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 108160

I'm going to attempt a putsch by storming some low-level administration buildings. *rolls some dice*
by Sajt
Wed Apr 27, 2011 6:38 am
Forum: Mapping
Topic: How to make my own pak (or game)?
Replies: 20
Views: 5974

metlslime wrote:And the pak format only supports 8:3 filenames.
As far as I know the only limit was 56 chars for the entire filename including path of any file in the pak. If there actually is an 8:3 limit (is there?) it must be in the engine, not the pak format...?
by Sajt
Mon Apr 25, 2011 4:05 am
Forum: Mapping
Topic: Achieving good speeds on open areas
Replies: 17
Views: 6407

Stay on topic... he is targeting vanilla Quake. By the way, I think that the Quake map compiler subdivides large surfaces. So even you have a simple map, if it's really big you are probably already close to getting "greyflashes"... so I guess the answer is to make fairly small, fairly low ...
by Sajt
Sun Apr 24, 2011 11:22 pm
Forum: Mapping
Topic: Achieving good speeds on open areas
Replies: 17
Views: 6407

It might work, but it'll probably end up being retardedly inefficient. :P
by Sajt
Sun Apr 24, 2011 11:21 pm
Forum: Mapping
Topic: Worldcraft seeing through brushes
Replies: 2
Views: 1557

I've clutching at old memories here, but you might be able to hold down the mouse button to cycle through different brushes that are under the mouse cursor.
by Sajt
Sun Apr 24, 2011 8:39 pm
Forum: Mapping
Topic: Achieving good speeds on open areas
Replies: 17
Views: 6407

You should probably avoid complex geometry, especially surfaces at unusual angles. Keep the amount of brushes and details low. Use as many axis-aligned brush faces as possible, as well as other simple angles like 45 degrees. Small detailed objects should be func_wall. You don't want to have tons of ...
by Sajt
Sun Apr 24, 2011 5:23 pm
Forum: Mapping
Topic: Converting Doom maps to Quake
Replies: 23
Views: 9332

It seems like it would be really annoying to write a doom->quake map converter, since doom maps use subtractive sectors and quake maps use additive brushes. You would have to generate really thin walls around all the doom sectors, and hope they don't intersect other walls, I think. Two-sided linedef...
by Sajt
Sun Apr 24, 2011 5:19 pm
Forum: General Discussion
Topic: QuakeDev.com downtime and request for archival
Replies: 90
Views: 60018

Good luck finding 13 people who want to keep quakedev as much as you do. You might be the only one. There are perfectly good alternatives that don't require spending money to keep quakedev alive in some perpetual, fragile near-death state. And we aren't the ones bitching about it. Kudos for Echon fo...
by Sajt
Sun Apr 24, 2011 5:11 pm
Forum: Modeling
Topic: r_mirroralpha models?
Replies: 6
Views: 3050

It won't be accurate because an envmap is generated from a single point... (and because regenerating it every frame is kind of dumb, especially if there are multiple mirrors in the scene) This idea is probably only really feasible with raytracing, at least if you want the mirror-surface to be smooth...
by Sajt
Sun Apr 24, 2011 5:01 pm
Forum: QuakeC Programming
Topic: Crazy stuff in Quake C
Replies: 7
Views: 1734

Centerprint tetris was pretty cool. Especially considering the QC acrobatics you need to do with no real stringhandling functions.
by Sajt
Sun Apr 24, 2011 4:58 pm
Forum: General Discussion
Topic: Darkplaces transparent tga skin reverses draw order?
Replies: 17
Views: 4627

Well you have to explicitly enable alphatesting, which involves using a q3-style shader. I had to do this once, I just did what LH told me to. I don't know anything about these shaders. scripts/filename_doesnt_matter.shader: progs/bones.mdl_0 { cull disable { map progs/bones.tga alphafunc GE128 rgbG...