Search found 2787 matches
- Thu Aug 14, 2014 11:05 pm
- Forum: Engine Programming
- Topic: _wateralpha and other worldspawn keys proposal
- Replies: 36
- Views: 12293
Re: _wateralpha and other worldspawn keys proposal
All 3 are also possible to implement in Engoo (software renderer engine). I would have to change the water drawing code to point to different calculated translation tables (generated on map load) depending on content. Skyfog is even doable very easily by applying a color blend to the sky texture ...
- Tue Aug 12, 2014 1:04 am
- Forum: Engine Programming
- Topic: viewmodel position shenanigans
- Replies: 9
- Views: 4479
Re: viewmodel position shenanigans
the MH HORZ+ calculation has issues with scaled status bars that shrink the refdef further. I prefer Horz+ Qspasm
neither should have an adverse effect on the weapon fudging
neither should have an adverse effect on the weapon fudging
- Sat Aug 09, 2014 3:02 pm
- Forum: Engine Programming
- Topic: viewmodel position shenanigans
- Replies: 9
- Views: 4479
Re: viewmodel position shenanigans
Not for me.qbism wrote:Isn't the old fudge screwed up depending on how FOV/vrect is calculated?
- Sat Aug 09, 2014 12:21 pm
- Forum: Engine Programming
- Topic: viewmodel position shenanigans
- Replies: 9
- Views: 4479
Re: viewmodel position shenanigans
Makaqu is the only engine I knew that made it optional
Sajt's unreleased GoldQuake also made this optional as v_fudgeweapon IIRC.
I like to leave it in since some mods are designed for the fudged position, like certain sniper rifles that have their scope directly over the crosshair at viewsize ...
Sajt's unreleased GoldQuake also made this optional as v_fudgeweapon IIRC.
I like to leave it in since some mods are designed for the fudged position, like certain sniper rifles that have their scope directly over the crosshair at viewsize ...
- Sat Aug 09, 2014 12:07 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511186
Re: What are you working on?
indeed, it's looking like Smuggler's Run terrain at this point.
- Thu Aug 07, 2014 3:45 pm
- Forum: General Discussion
- Topic: General Discussion! *salutes*
- Replies: 14
- Views: 6564
Re: General Discussion! *salutes*
>Dreamcast
>(We are crazy enough to attempt resurrecting the Sega Dreamcast, after all!)
might as well make a DOS version too if someone's obsessed with beating a software pixel buffer for some technological glory thing. PVR CLX2 has already seen its suffering limits.
Now the real question is, is ...
>(We are crazy enough to attempt resurrecting the Sega Dreamcast, after all!)
might as well make a DOS version too if someone's obsessed with beating a software pixel buffer for some technological glory thing. PVR CLX2 has already seen its suffering limits.
Now the real question is, is ...
- Wed Aug 06, 2014 1:40 pm
- Forum: General Discussion
- Topic: CG Hubs campaign (need help)
- Replies: 8
- Views: 5821
Re: CG Hubs campaign (need help)
calling it Cghubs is just shameless exploitation of a dead brand and is rather disrespectful towards anyone involved with CGHub.
- Tue Aug 05, 2014 6:27 pm
- Forum: Modeling
- Topic: Quake MDL vs MD2...
- Replies: 13
- Views: 37055
Re: Quake MDL vs MD2...
MD3 has vertex swimming too FYI.
- Tue Aug 05, 2014 3:13 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511186
Re: What are you working on?
a combination of mic, and noise generation with pitch bend/fft filter effects. I use Cool Edit 96 (in other words, a very early Adobe Audition). I'm aware of Audacity but that feels extremely imprecise with its select and zoom tools and poor Netscape 6-inspired interface.
- Tue Aug 05, 2014 2:22 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511186
Re: What are you working on?
Sound Ideas is so common in professional sound production, you'll soon say "A QUAKE SOUND IN SAILOR MOON"
and unfortunately, it's why I have to do sounds by myself since there are allegedly 'from scratch' sound engineers that submit such library-derived things and deny the origin.
and unfortunately, it's why I have to do sounds by myself since there are allegedly 'from scratch' sound engineers that submit such library-derived things and deny the origin.
- Tue Aug 05, 2014 11:49 am
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 57325
Re: Compatibility Benchmark Mods
qbsp source was available in 1996.
also try selecting the text in the post where I mentioned Nehahra...
also try selecting the text in the post where I mentioned Nehahra...
- Tue Aug 05, 2014 1:05 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511186
Re: What are you working on?
you're right. then again Sound Ideas is Bobby Prince's best friend anyway. Many sounds pretty much unmodified straight from it with nothing more than resampling exists in Doom and Abuse
- Tue Aug 05, 2014 1:00 am
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 57325
Re: Compatibility Benchmark Mods
Using Fmod library is irrelevant, it's the nasty hack that triggers it that matters. Nehahra uses mod music and that functionality can be filled by many of the Free mod playback libraries out there - DUMB, Mikmod (EW!), XMP, Modplug...
- Mon Aug 04, 2014 6:39 pm
- Forum: General Discussion
- Topic: Procedural animations: presentation of concepts
- Replies: 10
- Views: 4666
Re: Procedural animations: presentation of concepts
My point is, 'revolutionary new tech' is not a solution for game design issues and shoehorning new things doesn't fix games.
- Mon Aug 04, 2014 6:21 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511186
Re: What are you working on?
i just hope the alien doesn't have the same clipping audio stock alien scream noise. Abuse's sound effects weren't Bobby Prince's best except for the ambience