Search found 170 matches

by GiffE
Wed Jun 09, 2010 4:21 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Awesome Downsider, only suggestion I can make is to town down the tracer rate, so its a little more random and less common.

Here was my project for the day:
http://giffe-bin.net/files/media/dp000012_1.jpg
As soon as the last kill is found, the game freezes and shows the winner at the frame he ...
by GiffE
Tue Jun 08, 2010 11:54 pm
Forum: QuakeC Programming
Topic: How to make an aim command?
Replies: 49
Views: 12344

Switch model? :shock: Why do that?... Just have an ironsight animation for the model, then have the impulse toggle the animation. Or if your in DP you could just re-origin the model on your screen.
by GiffE
Tue Jun 08, 2010 12:07 am
Forum: General Discussion
Topic: Warfare Source, We Need You!!
Replies: 34
Views: 9058

Sure it's all fun and games to start off with, but it's to limiting for my liking. Besides, no matter how good the quality of work, people still look at it like a piece of shite for being a clone.

That's mainly why the newer Solitude stuff is drifting away from halo.

http://media.moddb.com ...
by GiffE
Mon Jun 07, 2010 9:01 pm
Forum: General Discussion
Topic: Warfare Source, We Need You!!
Replies: 34
Views: 9058

If your doing it for fun and learning, who cares about your image to people who read like that.
Not to mention games like Solitude which is a Halo copy, don't help your cause. It just adds to the tweeners giddying with excitement over how amaz0rs Halo is. (No offense to the makers of solitude, I'm ...
by GiffE
Mon Jun 07, 2010 2:17 pm
Forum: General Discussion
Topic: Warfare Source, We Need You!!
Replies: 34
Views: 9058

Downsider, a little harsh are we? :? I was trying to be constructive.
Vile sounds like a fun word!
by GiffE
Mon Jun 07, 2010 3:16 am
Forum: General Discussion
Topic: Warfare Source, We Need You!!
Replies: 34
Views: 9058

I don't exactly understand why its Warfare Source. Makes me think of source modifications to be honest. Also the logo is illegible. But hey, good luck.
by GiffE
Thu Jun 03, 2010 2:42 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Very cool ajay, is this in vanilla quake?

Junrall, also if you get a compiler/output window. A feature I take for granted is double clicking on the error and having it go right to the file and line. :D
by GiffE
Sun May 30, 2010 11:06 am
Forum: QuakeC Programming
Topic: QuakeC Code Snippets
Replies: 15
Views: 3940

I was playing around with the dp's file searching extensions (DP_QC_FS_SEARCH and FTE_STRINGS) a few days back. I noticed there was a random level tutorial in the qc tutorials so I figured's I'd update it with DP's extensions:

string() RandomMap = {
string rmap;
float handle,r;
handle = search ...
by GiffE
Tue May 25, 2010 12:13 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

quake/glsl/default.glsl?
id1/glsl/default.glsl

You can generate a default.glsl by typing r_glsl_dumpshader in console.

EDIT:
And Sajt I didn't use the fresnel effect, I used the Sobel edge detection method in the post process fragment shader to find all edges and darken them. Edges are any point ...
by GiffE
Mon May 24, 2010 11:12 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

It goes in glsl/default.glsl and unfortunetly it is a post process, meaning it runs after everything is render out. So I can't only have it effect player models.
by GiffE
Mon May 24, 2010 5:54 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Fixed the warnings:
http://www.pasteall.org/13345

To fix them add:

#version 120
to the very first line of glsl/default.glsl
Then change:
vec2 offsets[9] =
{
vec2(-1,-1),vec2(-1, 0 ),vec2(-1,1),
vec2( 0,-1 ),vec2( 0,0),vec2( 0,1),
vec2( 1,-1),vec2( 1, 0),vec2( 1,1)
};
to:
vec2 offsets ...
by GiffE
Sun May 23, 2010 5:02 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Thanks, you can GPL it all ya want :D
If you don't know where to put it make your entire MODE_POSTPROCESS part of glsl/default.glsl look like this:

#ifdef MODE_POSTPROCESS
varying vec2 TexCoord1;
varying vec2 TexCoord2;

#ifdef VERTEX_SHADER
void main(void)
{
gl_Position ...
by GiffE
Sat May 22, 2010 10:46 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Made a glsl sobel edge detection filter effect for outlines.
http://i33.photobucket.com/albums/d75/GiffE1118/dp000001.jpg
Yes that's the Taov model, just using it temporarily.

The code in the post process, fragment shader.
float result,temp;
float col[9];
int i;
float x,y ;
for(i=0;i<9;i ...
by GiffE
Fri May 21, 2010 1:06 pm
Forum: QuakeC Programming
Topic: QuakeC Code Snippets
Replies: 15
Views: 3940


string(string fmt, string sub1) format_s =
{
float p;
p = strstrofs(fmt, "%s", 0);
if (p == -1)
return fmt;
return strcat(substring(fmt, 0, p), sub1, substring(fmt, p+2, -1));
};

Just finds %s in the string and substitutes that part with the second argument. Requires FTE_STRINGS. Also ...
by GiffE
Fri May 21, 2010 1:31 am
Forum: QuakeC Programming
Topic: QuakeC Code Snippets
Replies: 15
Views: 3940

This:


(This latter method is usually only used if you have 5+ cases.) Not that I'm saying it's wrong. Probably 50% of QC coders do do it this way all the time. But the first method is no less fine. edit: And people don't always use switch statements because they're not a standard QCC feature (I ...