Search found 316 matches
- Thu Aug 11, 2011 7:15 pm
- Forum: Engine Programming
- Topic: Loading a TGA for a Quake model...
- Replies: 22
- Views: 4726
- Wed Aug 10, 2011 1:17 am
- Forum: General Discussion
- Topic: 8 bit bigmap Halloween special
- Replies: 82
- Views: 30730
- Wed Aug 03, 2011 12:48 am
- Forum: Mapping
- Topic: Missing textures
- Replies: 4
- Views: 2433
- 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.
- 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 ...
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 ...
- Mon Aug 01, 2011 2:28 am
- Forum: Engine Programming
- Topic: Fast Dynamic Lighting
- Replies: 31
- Views: 13693
- Fri Jul 22, 2011 5:51 pm
- Forum: QuakeC Programming
- Topic: Putting entities into stacks
- Replies: 9
- Views: 3090
- Thu Jul 14, 2011 1:11 am
- Forum: Programming Tutorials
- Topic: Skybox depthrange/farclip trick
- Replies: 7
- Views: 6919
- Wed Jul 13, 2011 10:03 pm
- Forum: Programming Tutorials
- Topic: Skybox depthrange/farclip trick
- Replies: 7
- Views: 6919
- Sun Jul 10, 2011 7:03 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 462312
- Thu Jun 30, 2011 5:55 pm
- Forum: QuakeC Programming
- Topic: Numbers in QUAKED lines.
- Replies: 4
- Views: 1641
- Tue Jun 21, 2011 10:55 pm
- Forum: Engine Programming
- Topic: weird problem
- Replies: 9
- Views: 2411
- 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 ...
2. if you resize bboxes in quakec, it will work for entity-v-entity and traceline-v-entity collision, but entity-vs ...
- Wed Jun 08, 2011 2:26 am
- Forum: QuakeC Programming
- Topic: Problem with "seminvisible" wall
- Replies: 4
- Views: 1779
- 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 ...
I just looked over this code again, it looks like i didn't do the math right. I should have multiplied each ...