Search found 316 matches

by metlslime
Mon Jul 16, 2012 7:55 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 496326

Re: FitzQuake Mark V - Easy to compile and ...

the old quake waterfall textures are not literally the same image shifted down... there are multiple layers of waves moving downwards so each image is somewhat unique in addition to the offset.
by metlslime
Wed Jul 11, 2012 11:31 pm
Forum: Engine Programming
Topic: Sensitivity and Keyboard scaling on fov
Replies: 6
Views: 1803

Re: Sensitivity and Keyboard scaling on fov

doesn't quake ship with a zoom alias (bound to f11) that does this? Perhaps i'm mistaken....

I know one thing I did in my autoexec.cfg was change the alias to modify m_pitch and m_yaw instead, so that I could experiment with different sensitivities without it being reset every time i zoom in/out.
by metlslime
Fri Jun 08, 2012 11:15 pm
Forum: Programming Tutorials
Topic: Mod_LoadAllSkins - Bug Fix
Replies: 28
Views: 11476

Re: Mod_LoadAllSkins - Bug Fix

Yeah, i think there is no actual bug; the answer is that lightstyles and skingroups animate at 10Hz, and bsp textures animate at 5Hz, and none of this is a bug, but it confused me for a bit. (since i assumed bsp was 10Hz, I assumed everything else must be wrong somehow.)
by metlslime
Fri Jun 08, 2012 6:28 pm
Forum: Programming Tutorials
Topic: Mod_LoadAllSkins - Bug Fix
Replies: 28
Views: 11476

Re: Mod_LoadAllSkins - Bug Fix

i'm more confused now... so first of all, in my memory, I had to have 2 frames on, 2 frames off in a skin animation, to get the same rate of blinking that 1 frame on, 1 frame off achieved in a bsp texture animation.

Just checked the source and everything seems to be based on (int)(cl.time*10), so i ...
by metlslime
Thu Jun 07, 2012 3:48 pm
Forum: Programming Tutorials
Topic: Mod_LoadAllSkins - Bug Fix
Replies: 28
Views: 11476

Re: Mod_LoadAllSkins - Bug Fix

i knew glquake broke a lot of the animated skingroup feature, (i.e. forcing it to be either 1, 2, or 4 frames) but I didn't know about the timing bug -- is this the bug that causes it to animate at 20Hz instead of 10?

(I used this for the landing beacon in rub2m2, and I had to duplicate frames -- 2 ...
by metlslime
Sun Apr 08, 2012 9:28 am
Forum: Mapping
Topic: True Rotation DP/TXQBSP
Replies: 30
Views: 11814

Re: True Rotation DP/TXQBSP

Is there a reason why textures get misaligned; I texture it properly, tie to entity, compile and it's off centre?

Move it to origin, texture it there, then move it back with texture lock disabled. Yet another issue with rotation that nobody has fixed :)

Thanks for this... But what do you mean ...
by metlslime
Sat Mar 31, 2012 6:07 pm
Forum: Mapping
Topic: True Rotation DP/TXQBSP
Replies: 30
Views: 11814

Re: True Rotation DP/TXQBSP

ajay wrote:Is there a reason why textures get misaligned; I texture it properly, tie to entity, compile and it's off centre?
Move it to origin, texture it there, then move it back with texture lock disabled. Yet another issue with rotation that nobody has fixed :)
by metlslime
Thu Mar 22, 2012 2:44 am
Forum: Mapping
Topic: problems in darkened room
Replies: 7
Views: 3879

Re: problems in darkened room

thicker walls?
by metlslime
Wed Mar 21, 2012 6:58 pm
Forum: Engine Programming
Topic: Improve lightmap resolution
Replies: 23
Views: 5777

Re: Improve lightmap resolution

there is a feature called "minlight" which tells light.exe to enforce a minimum light value across the entire level. I don't know if it's a command line option or if you have to add "minlight" "x" to the worldspawn entity in your map file. From an artistic point of view, you should not use it -- it ...
by metlslime
Fri Mar 16, 2012 1:17 am
Forum: QuakeC Programming
Topic: easy mapper placed waypoints monster follow?
Replies: 7
Views: 3378

Re: easy mapper placed waypoints monster follow?

path_corner works for monsters as well as func_trains
by metlslime
Mon Mar 12, 2012 3:00 pm
Forum: Engine Programming
Topic: Is vid_vsync wrong?
Replies: 12
Views: 5241

Re: Is vid_vsync wrong?

framerate independence is a good feature, i support it.

However, it's wrong to say that only 72 fps is "correct" quake gameplay -- almost nobody was getting this framerate in 1996 (i got about 30-40 fps on my pentium 166), and yet the game wasn't broken then.

It may be accurate to say 72 fps is ...
by metlslime
Mon Feb 27, 2012 7:20 pm
Forum: General Programming
Topic: Segmentation fault in FitzQuake SDL 0.80 with Ubuntu
Replies: 5
Views: 3376

Re: Segmentation fault in FitzQuake SDL 0.80 with Ubuntu

Baker wrote:(Quakespasm is basically FitzQuake 0.80 that has been actively developed and improved).
0.85 actually :)
by metlslime
Wed Feb 22, 2012 3:55 pm
Forum: QuakeC Programming
Topic: NO_LERP in QuakeC
Replies: 15
Views: 7060

Re: NO_LERP in QuakeC

Hi.... some interesting comments in here.

I just checked the code to see if that frustum culling issue was real; and it seems that Fitzquake already handles it correctly -- lerp state is updated on entities before they are culled, so it can't get stale from frustum culling.

Regarding the entities ...
by metlslime
Sat Feb 18, 2012 2:14 am
Forum: Engine Programming
Topic: Image Manipulation
Replies: 38
Views: 8148

Re: Image Manipulation

With this formula many calculations immediately become possible including perspective calculations...

I don't have time to check your work or anything, but if you are talking about perspective texture mapping, it might be good to verify which of these two projections you are doing:

http://i19 ...
by metlslime
Fri Jan 27, 2012 7:52 pm
Forum: Engine Programming
Topic: R_LightPoint Interpolation Code - Broken?
Replies: 13
Views: 3436

Re: R_LightPoint Interpolation Code - Broken?

blending over time instead of lerping over space sounds good, I like the fact that it means that stationary props get lit the same as in a non-lerping engine (of course enough engines lerp now that there is no way to have consistency across all engines.)

Of course if the blend time you choose is ...