Search found 67 matches

by Tomaz
Tue Aug 11, 2009 8:56 pm
Forum: Programming Tutorials
Topic: [Tutorial PSP]-Compiling Quake For The PlayStation Portable.
Replies: 38
Views: 33796

In my world, a tutorial with incorrect information is not a tutorial, it just gives false information which I think is worse than no information.

But sure, I can point out a few misstakes.

First, downloading his "pre setup" Cygwin most likely wont even start since the computer will be missing ...
by Tomaz
Tue Aug 11, 2009 6:21 pm
Forum: Programming Tutorials
Topic: [Tutorial PSP]-Compiling Quake For The PlayStation Portable.
Replies: 38
Views: 33796

Erm.. Im sorry but... Have you checked out the latest SVN source?
Both the lightmaps.h and the sceNetApctlGetInfo are fixed.

Hell... the code using sceNetApctlGetInfo was removed from the SVN 1.5 years ago...

Not to mention the fact that some of your solutions are plain wrong, such as the case ...
by Tomaz
Fri Jul 31, 2009 12:38 pm
Forum: QuakeC Programming
Topic: my cheaplittle watersplash effect
Replies: 19
Views: 5878

That depends on which particle effect youre after.
by Tomaz
Fri Jul 31, 2009 12:20 pm
Forum: QuakeC Programming
Topic: my cheaplittle watersplash effect
Replies: 19
Views: 5878

First off, TE_LIGHTNING2 is not a particle effect, unless you use an engine that has it as a particle effect, but it still just a long beam and takes more input that just 1 origin, it takes an entitynum, a start origin and an end origin, hence why it crashed for you.

Secondly, you can not add TE ...
by Tomaz
Tue Jun 09, 2009 12:04 pm
Forum: General Discussion
Topic: has modding helped you in the RealWorld?
Replies: 11
Views: 4774

TomazQuake / MiniRacer defenitly helped me get into the game dev school I attended for 3 years which ended with me getting hired there as a teacher in game programming.

Being a teacher in game programming has 2 sides, the "bad" side is when we get new students, and you tear your hair off trying to ...
by Tomaz
Sun May 10, 2009 11:29 am
Forum: General Discussion
Topic: Picture Tag
Replies: 215
Views: 41207

Image
by Tomaz
Thu Mar 19, 2009 3:39 pm
Forum: Engine Programming
Topic: making particles collide and bounce in stock quake
Replies: 6
Views: 2867

I dont see why adopting the system i used to WinQuake wouldnt work? WinQuake doesnt use contents? Its not like thats a renderer specific thing.

If I remember I'll look it up when I get home from work.
by Tomaz
Thu Jan 22, 2009 11:29 pm
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 79516

Yeah you fixed the widescreen issue by always feeding it 640 x 432, no matter the real resolution. This assumes the sbar is always visible tho. And on top of that I'm still quite sure the calculation of fovY that Quake has always done, is wrong.
by Tomaz
Thu Jan 22, 2009 9:29 pm
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 79516

You got MSN or ICQ or IRC something? if so then please PM me your contact info. I wanna discuss this further but do it "faster" than typing posts in a forum.

Just to point out though, you recalculating fov_x does nothing but make a different frustum for clipping. Its never used when setting up the ...
by Tomaz
Thu Jan 22, 2009 8:26 pm
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 79516

Let me see if i understand this FOV thing correctly.
You now base your FOV on Y axis? So FOV 90 now means 90 on Y axis ( where it meant 90 on X axis in original quake )?

Easy fix i use in my D3D engine:

// Default fov is 90, if using that directly with D3DXMatrixPerspectiveFovLH we get a fov of ...
by Tomaz
Wed Dec 24, 2008 9:37 pm
Forum: Programming Tutorials
Topic: Chase camera fixes
Replies: 28
Views: 17223

Out of curiosity, why isnt there just a traceline from player to the camera postion? And position the camera where there was an intersection ( or slightly in front of it ). Seems like alot smoother and way more optimized than running 1024 leaf tests. And the current code itself could benefit from ...
by Tomaz
Wed Dec 24, 2008 9:24 pm
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 79516

I've been following this for the last couple days and I must say that if you need to turn on Software T&L on nVidida cards then youre doing something weird somewhere.

Some might know and some might not know but my job is to code a D3D engine and teach how to use it at a game company / game ...
by Tomaz
Mon Dec 15, 2008 3:43 pm
Forum: Engine Programming
Topic: Exploring Rendering
Replies: 5
Views: 2417

without any context, i must assume that Tomaz was talking about transparent/alpha-blended polygons in your quote.

If so, what he meant is that for alpha blending to work correctly, objects must be drawn back to front so that the closest alpha-blended object is drawn last. Otherwise, you'll get the ...
by Tomaz
Thu Dec 04, 2008 5:38 pm
Forum: General Discussion
Topic: Introduction Thread
Replies: 124
Views: 63778

Hi! My name is [ insert name ] and I am an [ insert age ] years old [ insert gender ] living in [ insert country ] . I joined the Quake community back in [ insert year ] first as a [ insert first profession ] but then decided that [ insert second profession ] seemed to be alot more fun so i switched ...
by Tomaz
Mon Dec 01, 2008 8:05 pm
Forum: Programming Tutorials
Topic: Tutorial: Adding centerprint logging a la FitzQuake
Replies: 12
Views: 7725

Answer: no I do not fully understand what is going on with .ms2 mesh removing.

Someone wanted to know how to remove .ms2 meshing.

I do not yet have a full understanding how the model system works in Quake.

However, that fact isn't going to stop me from helping someone else who ask when I know ...