Search found 27 matches
- Tue Dec 27, 2022 9:49 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 515040
Re: What are you working on?
A month ago I started work on a Nuclide-lite, that works in standard Quake (including DOS Quake). It's still in the boilerplate phase, but that's what I've been working on besides the usual stuff. It will be very class heavy and hopefully point out any issues we have with fteqcc and supporting the o...
- Tue Oct 04, 2022 5:11 pm
- Forum: QuakeC Programming
- Topic: New Cleaned Up QuakeC Code (id1)
- Replies: 2
- Views: 504
Re: New Cleaned Up QuakeC Code (id1)
This is really well put together and makes excellent use of branches.
*stickies it*
Edit: turns out I can't!
*stickies it*
Edit: turns out I can't!
- Thu May 12, 2022 10:21 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1445
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Cool! Can't wait to see what's next 

- Thu May 12, 2022 6:36 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1445
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
For cvars in GLSL shaders, you can add something like:
At the top of the shader (after your samplers)
and then inside your functions:
Code: Select all
!!cvardf r_skipFoobar
and then inside your functions:
Code: Select all
#if r_skipFoobar == 0
// inactive
#else
// active
#endif
- Thu May 05, 2022 4:47 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1445
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Spike would probably know exactly where to start in regards to SSAO!
- Tue May 03, 2022 5:56 pm
- Forum: OpenGL Programming
- Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
- Replies: 10
- Views: 1445
Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Wow! Awesome release.
I have nothing to add, besides perhaps suggesting that the install process is as simple as renaming the .zip from your Releases page on GitHub to a .pk3 extension and you can plop them whole thing into id1/ as-is! That's all. Cool work!
I have nothing to add, besides perhaps suggesting that the install process is as simple as renaming the .zip from your Releases page on GitHub to a .pk3 extension and you can plop them whole thing into id1/ as-is! That's all. Cool work!
- Thu Apr 21, 2022 4:22 pm
- Forum: General Discussion
- Topic: FTEQW on Matrix
- Replies: 0
- Views: 507
FTEQW on Matrix
If you're a user of FTEQW and use Matrix, then I welcome you all to join our space. https://matrix.to/#/#fte:matrix.org We currently have 4 rooms - a project showcase for whatever you're working on, a room for reporting issues or asking for help , as well as separate discussion channels for FTEQW an...
- Thu Feb 24, 2022 1:57 am
- Forum: News & Announcements
- Topic: Ironwail, a high-performance QuakeSpasm fork
- Replies: 1
- Views: 461
Re: Ironwail, a high-performance QuakeSpasm fork
That's awesome :lol: It'd be interesting to bench this against OneDraw (which was Spike's pet project for rendering Quake in one pass, it's however just a single client implementation). It might be fun to bench most modern engines against each-other again, we've got plenty of great test cases for th...
- Tue Jan 11, 2022 6:19 pm
- Forum: Project Showcase
- Topic: Retroquad - a Quake engine with the most advanced realtime 8-bit color software renderer on Earth
- Replies: 4
- Views: 1724
Re: Retroquad - a Quake engine with the most advanced realtime 8-bit color software renderer on Earth
So much eyecandy in this. I've been drooling over this ever since you showed off the water waving test map with the fancy blending and skies. Must have been a few years now.


- Tue Jan 11, 2022 6:14 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 515040
Re: What are you working on?
blinks... woot. nice job m8 :D retired from the game coding scene years back when this site went boom, i still do some supportive work in the opensource community (Msys2) from time to time supplying patches and general help with getting things to run. But good to see this site up and about again :b...
- Sat Dec 04, 2021 10:37 pm
- Forum: News & Announcements
- Topic: itembk2.wav - Site(s) restored!
- Replies: 16
- Views: 2212
Re: itembk2.wav - Site(s) restored!
I swear there was an edit button the other day, that's how I was able to add my poll result into my post in this thread...
- Thu Nov 25, 2021 6:28 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3882
- Views: 515040
Re: What are you working on?
Very cool :biggrin: Here's the PBR stuff that I did and was never able to post here until now: http://icculus.org/~marco/img/pbr/fte-20211125070804-0.jpg http://icculus.org/~marco/img/pbr/fte-20211125071148-0.jpg http://icculus.org/~marco/img/pbr/fte-20211125070707-0.jpg http://icculus.org/~marco/im...
- Wed Nov 24, 2021 4:48 pm
- Forum: News & Announcements
- Topic: itembk2.wav - Site(s) restored!
- Replies: 16
- Views: 2212
- Sat Mar 04, 2017 7:49 pm
- Forum: CSQC Programming
- Topic: Tutorial: Advanced Networking and Local Prediction
- Replies: 3
- Views: 2275
Tutorial: Advanced Networking and Local Prediction
I'm just hotlinking this here because I suck at bbcode https://icculus.org/~marco/quakec/csqc/prediction This is for FTE QuakeWorld, no idea if Darkplaces users even have to worry about this sort of stuff. This tackles the problem of having to do prediction of the local player yourself when overwrit...
- Sat Mar 04, 2017 7:43 pm
- Forum: Modeling
- Topic: IQM Converter - model rotated?
- Replies: 5
- Views: 5045
Re: IQM Converter - model rotated?
Yeah, the official IQM exporter kinda blows. I asked Spike of FTE to take a look at the source and we came up with what I think a satisfying fork of sorts. You can find the code in the fteqw sourceforge repo Windows binary Spike's Readme My shoddy Readme With the new binary you can avoid the whole p...