Search found 34 matches

by Eukara
Sun Dec 31, 2023 11:10 am
Forum: General Programming
Topic: Archiving public repositories
Replies: 14
Views: 36396

Re: Archiving public repositories

I'll be on the lookout :smile:
by Eukara
Sat Nov 25, 2023 7:56 pm
Forum: Project Showcase
Topic: [FTEQW] Nuclide
Replies: 2
Views: 5802

Re: [FTEQW] Nuclide

It's been a few busy days traveling and spending time with (new!) family here in the US, so I didn't get to post this sooner, but a new FreeHL release was published a few days ago: https://www.frag-net.com/projects.html https://www.frag-net.com/siteimg/projects/shot0.gif https://www.frag-net.com/sit...
by Eukara
Sat Nov 25, 2023 7:50 pm
Forum: Project Showcase
Topic: [FTEQW] Outerscope
Replies: 0
Views: 19674

[FTEQW] Outerscope

This was published today by heartologic/rotorvator. https://icculus.org/~marco/img/oscope1.jpg https://icculus.org/~marco/img/oscope2.jpg https://icculus.org/~marco/img/oscope3.jpg I advised a little bit on this project, and so I wanted to give it some more visibility here: https://github.com/rotorv...
by Eukara
Fri Sep 22, 2023 7:51 pm
Forum: General Discussion
Topic: QC base code to Start a MP mod
Replies: 1
Views: 2845

Re: QC base code to Start a MP mod

Hope it's not too late for a reply :?:

CTF Bot with source code
Readme
by Eukara
Mon Aug 21, 2023 4:50 pm
Forum: Project Showcase
Topic: [FTEQW] Nuclide
Replies: 2
Views: 5802

Re: Nuclide

The past week I've mainly been working on abstractions to make the 'menu' codebase leaner that developers have to implement. https://www.vera-visions.com/sshot/marco/08-21-2023-09-54.jpg A game like FreeHL ships with a 'Custom game' menu that lists not just locally installed mods - but also mods ins...
by Eukara
Mon Aug 21, 2023 4:39 pm
Forum: Project Showcase
Topic: [FTEQW] Nuclide
Replies: 2
Views: 5802

[FTEQW] Nuclide

I figure I may post about my project Nuclide here. It's history is long and convoluted but the gist is this: I started working on my game The Wastes in April 2015, it released in April 2018. I started FreeCS (then known as OpenCS) in November 2016, while working on TW I started to share bits of code...
by Eukara
Thu Aug 10, 2023 10:07 pm
Forum: General Discussion
Topic: Tech rundown on the enhanced Quake II
Replies: 0
Views: 19990

Tech rundown on the enhanced Quake II

https://bethesda.net/en/article/6NIyBxa ... g-quake-ii

Figured it'd make sense to post this here. This is the go-to reference for most of the changes engine developers will have to expect when attempting to support the new re-release version of Quake II.
by Eukara
Tue Dec 27, 2022 9:49 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5020627

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...
by Eukara
Tue Oct 04, 2022 5:11 pm
Forum: QuakeC Programming
Topic: New Cleaned Up QuakeC Code (id1)
Replies: 2
Views: 5477

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!
by Eukara
Thu May 12, 2022 10:21 pm
Forum: OpenGL Programming
Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Replies: 10
Views: 12925

Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader

Cool! Can't wait to see what's next :biggrin:
by Eukara
Thu May 12, 2022 6:36 pm
Forum: OpenGL Programming
Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Replies: 10
Views: 12925

Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader

For cvars in GLSL shaders, you can add something like:

Code: Select all

!!cvardf r_skipFoobar
At the top of the shader (after your samplers)

and then inside your functions:

Code: Select all

	#if r_skipFoobar == 0
		// inactive
	#else
		// active
	#endif
by Eukara
Thu May 05, 2022 4:47 pm
Forum: OpenGL Programming
Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Replies: 10
Views: 12925

Re: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader

Spike would probably know exactly where to start in regards to SSAO!
by Eukara
Tue May 03, 2022 5:56 pm
Forum: OpenGL Programming
Topic: [FTEQW] Bandither - A "Retro" Dithering and Colorband Shader
Replies: 10
Views: 12925

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!
by Eukara
Thu Apr 21, 2022 4:22 pm
Forum: General Discussion
Topic: FTEQW on Matrix
Replies: 0
Views: 20943

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...
by Eukara
Thu Feb 24, 2022 1:57 am
Forum: News & Announcements
Topic: Ironwail, a high-performance QuakeSpasm fork
Replies: 1
Views: 2409

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...