Search found 322 matches

by LordHavoc
Thu Mar 06, 2014 8:23 pm
Forum: General Programming
Topic: Help with Quake Bot
Replies: 21
Views: 27472

Re: Help with Quake Bot

You need to respond to each svc_signon message with the appropriate reliable command (prespawn, spawn, begin), or the server drops you for having a half-open connection (which has been used as a network flood exploit in the past - hence the "brief" 30 seconds - note that upgraded server protocols ...
by LordHavoc
Sun Jan 19, 2014 4:50 am
Forum: Mapping
Topic: Looking for technical advice on a map
Replies: 6
Views: 13840

Re: Looking for technical advice on a map

A few of the main things you run into in the stock and nearly-stock engines:
network protocol limit : packet overflow - too many entities in pvs at once, darkplaces got rid of this limit, but in general you can expect it to happen in most engines, there may be some singleplayer-centric engines with ...
by LordHavoc
Fri Jan 03, 2014 6:29 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 73861

Re: Engoo

Something is strange with the config. One of the settings (not sure which) will cause odd colors when the exe is restarted I couldn't duplicate it every time.

Try typing bf in the console, or pick up an item (thus causing a bonus flash), if it is using an 8bpp video mode then it will break on ...
by LordHavoc
Wed Sep 11, 2013 10:03 pm
Forum: General Discussion
Topic: Releasing an engine I was beta testing?
Replies: 16
Views: 7097

Re: Releasing an engine I was beta testing?

If you feel confident that you've put the appropriate effort into contacting him, and already had a prior agreement to release after a year without contact, it's pretty clear that releasing it would be fine.
by LordHavoc
Wed Aug 28, 2013 3:57 am
Forum: Mapping
Topic: RTLights
Replies: 10
Views: 4121

Re: RTLights

The r_editlights 1 editor supports all features, and has a number of convenience features like r_editlights_copyinfo and r_editlights_pasteinfo to let you easily replicate the same settings on multiple lights, it's designed for key binds...

But as for the entity import, full features were never ...
by LordHavoc
Sat Aug 03, 2013 12:05 am
Forum: General Discussion
Topic: QuakeScheme?
Replies: 13
Views: 4809

Re: QuakeScheme?

Usual nickname I see for LISP is "Lost In Superfluous Parentheses".

I really admire LISP for consistency, but clarity is lost.
by LordHavoc
Fri Aug 02, 2013 6:28 pm
Forum: General Discussion
Topic: QuakeScheme?
Replies: 13
Views: 4809

Re: QuakeScheme?

Scheme is one of the more famous LISP dialects, functional programming is a different approach than macro-assemblers like C, relying entirely on nesting of parentheses for code structure, everything is an expression, and data and code are the same thing, both modifiable in the program, basically ...
by LordHavoc
Thu Jun 13, 2013 6:45 pm
Forum: QuakeC Programming
Topic: MenuQC Help Needed
Replies: 12
Views: 7322

Re: MenuQC Help Needed

Try "\nmap start\n" and see if that does anything good? The crash is definitely a bug though.
by LordHavoc
Wed Jun 12, 2013 9:27 pm
Forum: Engine Programming
Topic: Possible Darkplaces bug ?
Replies: 37
Views: 16152

Re: Possible Darkplaces bug ?

Entities being snapped to the grid right where the BSP splits, or right on the edge of a brush seems like it would be a common thing, so I'm surprised more people haven't noticed this. It happened a lot in Paintball2 since the flags tend to be centered on an axis.

Actually the netcode in quake ...
by LordHavoc
Sat Jun 08, 2013 12:59 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 73861

Re: Engoo

Engoo is awesome.
by LordHavoc
Sat Jun 01, 2013 10:57 pm
Forum: General Discussion
Topic: Darkplaces on Android
Replies: 36
Views: 102724

Re: Darkplaces on Android

Cool that you provide some input, and great to hear that you are back into improving Darkplaces. Any approx. ETA when the SDL2.0 and those render speed-ups will arrive (for the PC version)? Would be great to have them ready for the next big Xonotic release.

The changes I speak of have been in ...
by LordHavoc
Sat Jun 01, 2013 6:54 am
Forum: General Discussion
Topic: Darkplaces on Android
Replies: 36
Views: 102724

Re: Darkplaces on Android

Some parts of the official Android port were never finished due to performance issues at the time and the porting was abandoned, though it appears to be adequate to play Quake, it wasn't up to my standards at the time. So I did not check in the relevant bits and pieces of the ndk build process for ...
by LordHavoc
Thu May 09, 2013 3:30 am
Forum: Programming Tutorials
Topic: Tutorial: Killing z-fighting in a stock Quake engine
Replies: 34
Views: 58942

Re: Tutorial: Killing z-fighting in a stock Quake engine

Call me weird if you like but I tend to consider the map's coordinates for entity placement to be kind of sacred and don't mess with them.

This could have (extremely subtle) gameplay impact.

While on the subject - I still regret the fact that DarkPlaces' improved collision code requires map fixups ...
by LordHavoc
Sat May 04, 2013 12:16 am
Forum: General Discussion
Topic: Darkplaces on Android
Replies: 36
Views: 102724

Re: Darkplaces on Android

For what it's worth, DP has had incomplete Android and iPhoneOS support for some time, I just never got around to finishing it, it has been playable at various times in the past.

I admit being a little miffed if someone is going to sell it on Google Play but I have no control over that.

However ...
by LordHavoc
Fri Apr 26, 2013 6:11 am
Forum: Programming Tutorials
Topic: Tutorial: Killing z-fighting in a stock Quake engine
Replies: 34
Views: 58942

Re: Tutorial: Killing z-fighting in a stock Quake engine

Software Quake recurses the brush model polygons down the world bsp tree and deletes the parts that end up in solid, this is why level designers encounter limits on how many brush model polys they can have on screen at once in software Quake, it can only handle so many.

In other words - it fixes ...