Search found 132 matches
- Wed Aug 17, 2016 2:25 am
- Forum: General Discussion
- Topic: uHexen2 (Hammer of Thyrion) v1.5.8
- Replies: 0
- Views: 31013
uHexen2 (Hammer of Thyrion) v1.5.8
Version 1.5.8 of Hammer of Thyrion (uHexen2) is released: Downloads Downloads Project page Short ChangeLog: * Software renderer: Fixed a reported crash if the engine is compiled with certain Visual Studio versions (bug #62.) * Software renderer: Fixed sky scaling issues, thanks to Szilard Biro. (fix...
- Sat Jul 02, 2016 5:16 am
- Forum: General Discussion
- Topic: Quakespasm 0.92.0 Released
- Replies: 1
- Views: 6264
Quakespasm 0.92.0 Released
Version 0.92.0 of QuakeSpasm is released.
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
Changes since the previous version:
https://sf.net/p/quakespasm/news/2016/0 ... pasm-0920/
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
Changes since the previous version:
https://sf.net/p/quakespasm/news/2016/0 ... pasm-0920/
- Mon Jan 25, 2016 12:41 am
- Forum: General Discussion
- Topic: uHexen2 (Hammer of Thyrion) v1.5.7
- Replies: 1
- Views: 3519
uHexen2 (Hammer of Thyrion) v1.5.7
Version 1.5.7 of Hammer of Thyrion (uHexen2) is released: Downloads Downloads Project page Short ChangeLog: * All platforms, gameplay, mission pack: fixed an hcode bug which would make the spiders seemingly invincible for a difficulty-depending time. * All platforms, gameplay: Crusader partial heal ...
- Mon Jan 18, 2016 6:53 am
- Forum: General Discussion
- Topic: Quakespasm 0.91.0 released
- Replies: 0
- Views: 27657
Quakespasm 0.91.0 released
Version 0.91.0 of QuakeSpasm is released.
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
Changes since the previous version:
http://sf.net/p/quakespasm/news/2016/01 ... pasm-0910/
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
Changes since the previous version:
http://sf.net/p/quakespasm/news/2016/01 ... pasm-0910/
- Mon Jun 15, 2015 7:23 am
- Forum: General Discussion
- Topic: Quakespasm 0.90.1 released
- Replies: 0
- Views: 29339
Quakespasm 0.90.1 released
Version 0.90.1 of QuakeSpasm is released.
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
Changes since the previous version:
http://sf.net/p/quakespasm/news/2015/06 ... pasm-0901/
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
Changes since the previous version:
http://sf.net/p/quakespasm/news/2015/06 ... pasm-0901/
- Mon Oct 20, 2014 4:47 pm
- Forum: General Discussion
- Topic: Quakespasm 0.90.0 released
- Replies: 0
- Views: 26121
Quakespasm 0.90.0 released
Version 0.90.0 of QuakeSpasm is finally released.
Changes since the previous version:
http://sf.net/p/quakespasm/news/2014/10 ... pasm-0900/
Downloads:
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
Changes since the previous version:
http://sf.net/p/quakespasm/news/2014/10 ... pasm-0900/
Downloads:
http://quakespasm.sourceforge.net/download.htm
http://sourceforge.net/projects/quakespasm/files/
- Sun Sep 14, 2014 3:50 pm
- Forum: Engine Programming
- Topic: 2 Obscure WinQuake fixes
- Replies: 21
- Views: 5298
Re: 2 Obscure WinQuake fixes
IIRC there's a bug in the sprite loading code. A bad data offset somewhere in it. I remember fixing it when implementing the padding for the ordered dithering filter on sprites, although it didn't seem to cause any problem. Leileilol also had pointed out that sprites may crash the engine when rende...
- Fri Sep 12, 2014 7:49 am
- Forum: Engine Programming
- Topic: 2 Obscure WinQuake fixes
- Replies: 21
- Views: 5298
Re: 2 Obscure WinQuake fixes
Where does the crash happen, what backtrace does gdb give?
Is the only way to reproduce the crash is letting the demo loop to run a long long time?
(I'dl like to know whether hexen2 has the issue, and if it does I'd like to fix it there.)
Is the only way to reproduce the crash is letting the demo loop to run a long long time?
(I'dl like to know whether hexen2 has the issue, and if it does I'd like to fix it there.)
- Wed Aug 20, 2014 8:36 am
- Forum: Engine Programming
- Topic: Automatically Determining Gamedir Start Map
- Replies: 6
- Views: 2176
Re: Automatically Determining Gamedir Start Map
[...] Failing that, use any map that has the name "start" in it (strstr (mapname, "start")) This is stupid/wishful thinking/whatever else you prefer (no offense) Failing that, use any map that has the same name as the gamedir (gamedir lunsp1, use map lunsp1) This is stupid too (...
- Mon Aug 04, 2014 8:11 pm
- Forum: Engine Programming
- Topic: noclip_anglehack
- Replies: 1
- Views: 1437
Re: noclip_anglehack
OK, my fault, ignore this.. client_state_t does't have an entvars_t v; member in quake, it does in hexen2..
- Mon Aug 04, 2014 8:00 pm
- Forum: Engine Programming
- Topic: noclip_anglehack
- Replies: 1
- Views: 1437
noclip_anglehack
Can anyone please explain why the noclip_anglehack global is necessary?
Can it not be replaced by (cl.v.movetype==MOVETYPE_NOCLIP) checks?
Can it not be replaced by (cl.v.movetype==MOVETYPE_NOCLIP) checks?
- Wed Jul 30, 2014 9:41 am
- Forum: Programming Tutorials
- Topic: Mod_ClearAll -- doesn't always cut it
- Replies: 10
- Views: 8398
Re: Mod_ClearAll -- doesn't always cut it
Applied my patch to quakespasm repo at r942:
http://sourceforge.net/p/quakespasm/code/942/
Fixes the issue in quakespasm. Eric's build bot at
http://quakespasm.ericwa.com/job/quakespasm/ should
generate a new build soon.
http://sourceforge.net/p/quakespasm/code/942/
Fixes the issue in quakespasm. Eric's build bot at
http://quakespasm.ericwa.com/job/quakespasm/ should
generate a new build soon.
- Tue Jul 29, 2014 7:25 pm
- Forum: Programming Tutorials
- Topic: Mod_ClearAll -- doesn't always cut it
- Replies: 10
- Views: 8398
Re: Mod_ClearAll -- doesn't always cut it
@Spike:
Well, of course there is execve() and its frontends like execv(), but I really don't see the point.
Can you document what the other edge cases are?
@root:
Of course the old one would not exit if you spawn the new one with system()
Well, of course there is execve() and its frontends like execv(), but I really don't see the point.
Can you document what the other edge cases are?
@root:
Of course the old one would not exit if you spawn the new one with system()
- Tue Jul 29, 2014 5:09 pm
- Forum: Programming Tutorials
- Topic: Mod_ClearAll -- doesn't always cut it
- Replies: 10
- Views: 8398
Re: Mod_ClearAll -- doesn't always cut it
I meant just _after_ CacheFlush(), sigh...szo wrote:... and call the new Mod_ResetAll() just before that CacheFlush() ?
- Tue Jul 29, 2014 5:01 pm
- Forum: Programming Tutorials
- Topic: Mod_ClearAll -- doesn't always cut it
- Replies: 10
- Views: 8398
Re: Mod_ClearAll -- doesn't always cut it
Isn't the following simpler and more effective: void Mod_ResetAll (void) { int i; qmodel_t *mod; for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++) { if (!mod->needload) //otherwise Mod_ClearAll() did it already TexMgr_FreeTexturesForOwner (mod); memset(mod, 0, sizeof(qmodel_t)); } mod_numknown...