Protecting users from themselves usually is the road to hell paved with good intentions.
That the road never ends. Some of the solutions will create new problems.
While reviewing Quakespasm's game controller code from a diff link ericw gave me, I saw a comment on the Quakespasm page on SourceForge ...
Search found 3673 matches
- Sat Apr 14, 2018 12:00 am
- Forum: Engine Programming
- Topic: Windows / Unix path replacement code
- Replies: 2
- Views: 11952
- Fri Apr 13, 2018 3:35 am
- Forum: Engine Programming
- Topic: Windows / Unix path replacement code
- Replies: 2
- Views: 11952
Windows / Unix path replacement code
// prototype
char *String_Edit_Replace_Char (char *s_edit, int ch_find, int ch_replace, /*optional*/ int *outcount);
// Turns c:/quake/id1 into c:\quake\id1
char * File_URL_Edit_SlashesBack_Like_Windows (char *unix_path_to_file)
{
// Translate "/" to "\"
return String_Edit_Replace_Char (unix ...
char *String_Edit_Replace_Char (char *s_edit, int ch_find, int ch_replace, /*optional*/ int *outcount);
// Turns c:/quake/id1 into c:\quake\id1
char * File_URL_Edit_SlashesBack_Like_Windows (char *unix_path_to_file)
{
// Translate "/" to "\"
return String_Edit_Replace_Char (unix ...
- Wed Apr 11, 2018 2:33 pm
- Forum: General Discussion
- Topic: QUIP - a community project?
- Replies: 9
- Views: 19576
Re: QUIP - a community project?
Interesting video. Must have been a lot of work.
- Sun Apr 08, 2018 10:03 pm
- Forum: QuakeC Programming
- Topic: origin brush and qc
- Replies: 3
- Views: 15608
Re: origin brush and qc
hello forum, I'm using darkplaces and the easiest way to rotate a solid brush is to create a solid bsp func_wall and assign it some avelocity. this is very simple in q3bsp because i can use a brush origin inside the func_wall with the shader commonly called common/origin. AFAIK in q1bsp there is no ...
- Wed Apr 04, 2018 3:16 am
- Forum: General Discussion
- Topic: Q U A KE D R O I D - Android Multi-Touch Quake
- Replies: 8
- Views: 24509
Re: Q U A KE D R O I D - Android Multi-Touch Quake
I've had 20-25 people try it on their phones and reply about their experience @ func. I made a lot of docs showing how to access your Quake folder to try to make it mapper/modder friendly.
Worked on every Android except one's 6 or 7 year old Kindle which might not meet the minimum requirements ...
Worked on every Android except one's 6 or 7 year old Kindle which might not meet the minimum requirements ...
- Fri Mar 30, 2018 11:43 pm
- Forum: General Discussion
- Topic: Q U A KE D R O I D - Android Multi-Touch Quake
- Replies: 8
- Views: 24509
Q U A KE D R O I D - Android Multi-Touch Quake
http://quakeone.com/quakedroid/quakedroid_icon.png
http://quakeone.com/quakedroid/a2.png
http://quakeone.com/quakedroid/
Feedback thread @ func: http://www.celephais.net/board/view_thread.php?id=61558
QuakeDroid is a modern multi-touch Android Quake with Minecraft style controls (drag look ...
http://quakeone.com/quakedroid/a2.png
http://quakeone.com/quakedroid/
Feedback thread @ func: http://www.celephais.net/board/view_thread.php?id=61558
QuakeDroid is a modern multi-touch Android Quake with Minecraft style controls (drag look ...
- Mon Mar 05, 2018 1:11 pm
- Forum: Engine Programming
- Topic: A+B+C+D=0 from vector + dist
- Replies: 8
- Views: 16512
Re: A+B+C+D=0 from vector + dist
Plus I always admire your study on Quake engine, Baker. Did you start learning C programming with the classic "rearrange my cd albums in alphabetically order" learning program or did you start tinkering with Quake engine as your first experience? I'm curious about it :biggrin:
I had an interest ...
I had an interest ...
- Mon Mar 05, 2018 1:02 pm
- Forum: General Discussion
- Topic: Blood in OpenGL finally
- Replies: 18
- Views: 40785
Re: Blood in OpenGL finally
I will attest to revelator being incredible. I use his pthreads native compile for Visual Studio all the time.toneddu2000 wrote:You man, are incredible!
And not just!
He does great work!
- Mon Mar 05, 2018 5:12 am
- Forum: General Discussion
- Topic: Mark V - Ultimate Mouse Driven Menu
- Replies: 5
- Views: 22710
Re: Mark V - Ultimate Mouse Driven Menu
Thanks!qbism wrote:Scrolling level menu with separated original maps- great touch.
It was quite hard to logically break all of that down into components and was very trying to plan out/code/test.
But I think the end result made the journey worth it.
- Fri Mar 02, 2018 10:56 am
- Forum: General Discussion
- Topic: Mark V - Ultimate Mouse Driven Menu
- Replies: 5
- Views: 22710
Re: Mark V - Ultimate Mouse Driven Menu
Thanks, bud! Means a lot.
- Thu Mar 01, 2018 11:49 pm
- Forum: General Discussion
- Topic: Mark V - Ultimate Mouse Driven Menu
- Replies: 5
- Views: 22710
Mark V - Ultimate Mouse Driven Menu
Ultimate Mouse Driven Menu Edition with custom effects option.
http://quakeone.com/markv
Short video: https://youtu.be/pWyFltQ-wRY
Download: Mark V - Build 1050 Windows - 722 KB

http://quakeone.com/markv
Short video: https://youtu.be/pWyFltQ-wRY
Download: Mark V - Build 1050 Windows - 722 KB

- Wed Feb 21, 2018 1:01 am
- Forum: Engine Programming
- Topic: A+B+C+D=0 from vector + dist
- Replies: 8
- Views: 16512
Re: A+B+C+D=0 from vector + dist
Just want to say thanks to Spike for help with these kinds of things over the years.
I did some plane/point tests today and this reminded me of how I struggled with this kind of thing in the past.
I did some plane/point tests today and this reminded me of how I struggled with this kind of thing in the past.
- Wed Oct 04, 2017 9:27 pm
- Forum: Engine Programming
- Topic: Software Edge Clipping With GL?
- Replies: 43
- Views: 76478
Re: Software Edge Clipping With GL?
I was thinking about this again... QuakeSpasm's solution of including hacked .ent files for id1 maps is not the greatest.
Easily beats the choice of either having people complain about E1M1 quad area or having evil gl_ztrick 1 enabled by default.
E1M1 is the main source of complaints.
... since ...
Easily beats the choice of either having people complain about E1M1 quad area or having evil gl_ztrick 1 enabled by default.
E1M1 is the main source of complaints.
... since ...
- Wed Oct 04, 2017 4:36 am
- Forum: Engine Programming
- Topic: UWP/DirectX Quake ports?
- Replies: 8
- Views: 17456
- Tue Oct 03, 2017 11:13 pm
- Forum: Engine Programming
- Topic: UWP/DirectX Quake ports?
- Replies: 8
- Views: 17456
Re: UWP/DirectX Quake ports?
To what end?
UWP is form user controls like textboxes.
Quake engines run on a full screen Open GL canvas, there are no form user interface controls.
UWP is form user controls like textboxes.
Quake engines run on a full screen Open GL canvas, there are no form user interface controls.