I got the libcurl from Doom3 compiled into a lib. It was easy enough, as a project file for VS2003 is included.
I'm just intending to copy/paste this as a quick addition to KMQ2. I've gotten a few requests from people who use KMQ2 as a multiplayer client to add HTTP download support, and I don't ...
Search found 63 matches
- Thu Jun 19, 2014 8:51 am
- Forum: Engine Programming
- Topic: HTTP downloading from R1Q2- which version of libcurl to use?
- Replies: 16
- Views: 7922
- Sun Jun 08, 2014 5:04 am
- Forum: Engine Programming
- Topic: HTTP downloading from R1Q2- which version of libcurl to use?
- Replies: 16
- Views: 7922
HTTP downloading from R1Q2- which version of libcurl to use?
I've been looking at adding the HTTP auto-downloading feature from R1Q2 to my engine, but R1Q2's source (latest b8102 version) omits the libcurl headers and static library needed for this feature. Has anyone here tried to add this and run into this problem?
I was wondering if I could just take any ...
I was wondering if I could just take any ...
- Sun May 11, 2014 6:36 pm
- Forum: Engine Programming
- Topic: Quake 2 protocol question- maximum edicts
- Replies: 11
- Views: 3914
Re: Quake 2 protocol question- maximum edicts
you can encode the extra ent bits into the flags byte, as there's 3 unused bits there, or just add a flag to separate ent+channel.
Also, make sure you fix signed->unsigned in cl_parsemuzzleflash* too
By fixing this you mean adding a cast the first ReadShort() call in CL_ParseMuzzleFlash() and ...
- Tue Mar 18, 2014 3:19 am
- Forum: Engine Programming
- Topic: Q3 - Supporting older protocols?
- Replies: 3
- Views: 1870
Re: Q3 - Supporting older protocols?
This is OT, but leileilol, you sent me a PM, but yourself have receipt of PMs turned off. Please enable it so I can reply.
- Fri Dec 13, 2013 5:02 am
- Forum: Engine Programming
- Topic: Q2BSP - Out of Bounds - Compiler or Engine Bug?
- Replies: 4
- Views: 2648
Re: Q2BSP - Out of Bounds - Compiler or Engine Bug?
Just for reference, Mod_LoadLeafs should now be:
void Mod_LoadLeafs (lump_t *l)
{
dleaf_t *in;
mleaf_t *out;
int i, j, count, p;
glpoly_t *poly;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
VID_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size in %s",loadmodel->name ...
void Mod_LoadLeafs (lump_t *l)
{
dleaf_t *in;
mleaf_t *out;
int i, j, count, p;
glpoly_t *poly;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
VID_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size in %s",loadmodel->name ...
- Wed Dec 04, 2013 5:22 am
- Forum: Engine Programming
- Topic: Stencil shadow deformation based on lighting direction
- Replies: 16
- Views: 5771
Re: Stencil shadow deformation based on lighting direction
It originally came from Quake2Max, right?
BTW, KMQ2 does all 3 variants: static planar, dynamic planar, and volume projection shadows.
BTW, KMQ2 does all 3 variants: static planar, dynamic planar, and volume projection shadows.
- Mon Dec 02, 2013 7:09 am
- Forum: Engine Programming
- Topic: Stencil shadow deformation based on lighting direction
- Replies: 16
- Views: 5771
Re: Stencil shadow deformation based on lighting direction
What you want to reuse is not the actual vertex arrays that are rendered, but the lerped vertices of the model that was just previously rendered. You take the triangles facing the light source from that array, project them an adequate distance away from the light source, forming the volume's sides ...
- Sun Dec 01, 2013 6:48 pm
- Forum: Engine Programming
- Topic: Stencil shadow deformation based on lighting direction
- Replies: 16
- Views: 5771
Re: Stencil shadow deformation based on lighting direction
This sounds like a variation on Quake2's original planar shadows, not stencil shadows.Irritant wrote:Only issue was of course that it didn't project on walls, or get clipped on the edges of brushes, etc, but that was the tradeoff for speed vs true shadow volumes.
- Thu Jun 27, 2013 11:08 pm
- Forum: Engine Programming
- Topic: Transparency on Moving Entities (Quake2)
- Replies: 5
- Views: 2915
Re: Transparency on Moving Entities (Quake2)
Here's an except of the changes I made for moving and animating trans faces in Q2's ref_gl.
I tried to make similar changes to ref_soft recently, but the results were disastrous. It's very very difficult to change any functionality in that code.
Definition of msurface_s in gl_model.h:
typedef ...
I tried to make similar changes to ref_soft recently, but the results were disastrous. It's very very difficult to change any functionality in that code.
Definition of msurface_s in gl_model.h:
typedef ...
- Sat Jun 15, 2013 6:55 am
- Forum: Engine Programming
- Topic: Transparency on Moving Entities (Quake2)
- Replies: 5
- Views: 2915
Re: Transparency on Moving Entities (Quake2)
This is one of the oldest Q2 rendering bugs that has a fix available. I think it was Quake2Max that first addressed it back in 2002. Hard to believe that R1GL still doesn't have this fixed.
Be sure to load the world matrix before caling R_RotateForEntity() for each surface, and again after the last ...
Be sure to load the world matrix before caling R_RotateForEntity() for each surface, and again after the last ...
- Fri Apr 12, 2013 2:58 am
- Forum: General Discussion
- Topic: Jedi Outcast/Academy source code releases
- Replies: 12
- Views: 12026
Re: Jedi Outcast/Academy source code releases
The zip I downloaded has them under base/ui.
- Fri Apr 12, 2013 1:20 am
- Forum: General Discussion
- Topic: Jedi Outcast/Academy source code releases
- Replies: 12
- Views: 12026
Re: Jedi Outcast/Academy source code releases
I've already done native widescreen in my RtCW SP 1.42 unofficial patch, it would probably just be a copy/paste of those changes into the JA source tree. A wide range of resolutions are natively supported, even the new 2560x1080 21:9 ultra-wide aspect. This source can be downloaded here: http://www ...
- Fri Apr 05, 2013 4:42 am
- Forum: General Discussion
- Topic: Jedi Outcast/Academy source code releases
- Replies: 12
- Views: 12026
Re: Jedi Outcast/Academy source code releases
It also contains what appears to be the source for the random map generator used in SOF2 (under code/rmg). Maybe that could be gotten working- its implementation did use a lot of scripts in SOF2.
More ideas:
(OpenJK) Implement native widescreen/surround support with properly scaled FOV and ...
More ideas:
(OpenJK) Implement native widescreen/surround support with properly scaled FOV and ...
- Fri Apr 05, 2013 4:09 am
- Forum: Engine Programming
- Topic: quake2xp world with shadows
- Replies: 8
- Views: 4166
Re: quake2xp world with shadows
Does this require a special light file for each map like Quake2Evolved's PPL implementation did, or will it work with any Q2 map out there?
- Wed Feb 13, 2013 3:37 am
- Forum: OpenGL Programming
- Topic: Extension string size for OpenGL 4.2?
- Replies: 13
- Views: 24484
Re: Extension string size for OpenGL 4.2?
So it is as I expected, coming up on 8KB already. But I've got the Com_Parse splitting implemented, even in my RtCW 1.42 patch now, so the string size is pretty much irrelevant now.