Search found 316 matches

by metlslime
Thu Aug 11, 2011 7:15 pm
Forum: Engine Programming
Topic: Loading a TGA for a Quake model...
Replies: 22
Views: 4726

Actually this feature doesn't exist yet... not sure how you got it working :?
by metlslime
Wed Aug 10, 2011 1:17 am
Forum: General Discussion
Topic: 8 bit bigmap Halloween special
Replies: 82
Views: 30730

maybe keep the style values below 32, since 32-63 are assigned by light.exe.
by metlslime
Wed Aug 03, 2011 12:48 am
Forum: Mapping
Topic: Missing textures
Replies: 4
Views: 2433

I would first read that error as "NO wadfiles in worldspawn" and then "couldn't find the wad file" -- check the worldspawn for a "wad" key, and then if there is a wad specified, check the path.
by metlslime
Tue Aug 02, 2011 10:27 pm
Forum: Engine Programming
Topic: CL_ParseServerMessage possible bug? (netquake)
Replies: 2
Views: 1264

mh wrote:It's read as unsigned and promoted to an int so it's OK.

Code: Select all

if (msg_readcount+1 > net_message.cursize)
	{
		msg_badread = true;
		return -1;
	}

AHHH.... of course.
by metlslime
Tue Aug 02, 2011 6:43 pm
Forum: Engine Programming
Topic: CL_ParseServerMessage possible bug? (netquake)
Replies: 2
Views: 1264

CL_ParseServerMessage possible bug? (netquake)

I just saw this last night... can't figure out how it's not a bug.

So in CL_ParseServerMessage we see that a message type of -1 is used to indicate the end of the packet:

if (cmd == -1)
{
SHOWNET("END OF MESSAGE");
return; // end of message
}

And we see that if the highest bit is set, that ...
by metlslime
Mon Aug 01, 2011 2:28 am
Forum: Engine Programming
Topic: Fast Dynamic Lighting
Replies: 31
Views: 13693

Thanks for this research. I haven't implemented these yet but I read through the diffs; pretty straightforward stuff.

Notes/questions:

1. While you need version 1.2 for GL_BGRA to be a core feature, it seems you could also check for GL_EXT_bgra, which seems to have virtually 100% support (even ...
by metlslime
Fri Jul 22, 2011 5:51 pm
Forum: QuakeC Programming
Topic: Putting entities into stacks
Replies: 9
Views: 3090

Electro wrote:Usually when you push/pop things from a stack, you do it from either the top or the bottom. eg. Push to the top, pop from the bottom.
This describes a Queue. A Stack gets popped from the top, not the bottom.
by metlslime
Thu Jul 14, 2011 1:11 am
Forum: Programming Tutorials
Topic: Skybox depthrange/farclip trick
Replies: 7
Views: 6919

Why not just use glDisable( GL_DEPTH_TEST ); ?

According to specs ( http://www.opengl.org/sdk/docs/man/xhtml/glEnable.xml ) it should turn off both "read" and "write" operations with the depth buffer.

Theoretically that would work, though it would annoy me to see a big skybox floating there when ...
by metlslime
Wed Jul 13, 2011 10:03 pm
Forum: Programming Tutorials
Topic: Skybox depthrange/farclip trick
Replies: 7
Views: 6919

I just looked at this, and WTF -- why am i doing three sqrt() calls PER VERTEX!!!!!!!1
by metlslime
Sun Jul 10, 2011 7:03 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462312

are there any licensees left? Seems with past engines they waited until the licensees had all shipped their titles...
by metlslime
Thu Jun 30, 2011 5:55 pm
Forum: QuakeC Programming
Topic: Numbers in QUAKED lines.
Replies: 4
Views: 1641

two of the triplets are mins/maxes of the bounding box, the other triplet is RGB color for displaying the box in QuakeEd.
by metlslime
Tue Jun 21, 2011 10:55 pm
Forum: Engine Programming
Topic: weird problem
Replies: 9
Views: 2411

how about launching the exe from within the debugger?
by metlslime
Tue Jun 14, 2011 8:56 pm
Forum: QuakeC Programming
Topic: Tutorial: Visible bboxes
Replies: 18
Views: 17039

1. you can't rotate bboxes in quakec; if you rotate the entity the box will stay un-rotated. They are literally "axis-aligned bounding boxes" which means they are always axis-aligned.

2. if you resize bboxes in quakec, it will work for entity-v-entity and traceline-v-entity collision, but entity-vs ...
by metlslime
Wed Jun 08, 2011 2:26 am
Forum: QuakeC Programming
Topic: Problem with "seminvisible" wall
Replies: 4
Views: 1779

i vaguely remember that self.think is unreliable on SOLID_BSP entities. If that's true it could your problem.
by metlslime
Mon Jun 06, 2011 11:46 pm
Forum: Programming Tutorials
Topic: Cleaning up some code that newer worked.
Replies: 24
Views: 9549

FitzQuake uses 24 because it's 3x8 - one for each channel in RGB. It also scales things a little differently, but the intention seems to be to preserve the colour balance while minlighting.

I just looked over this code again, it looks like i didn't do the math right. I should have multiplied each ...