Search found 422 matches

by JasonX
Sun Jan 28, 2018 3:02 pm
Forum: Engine Programming
Topic: Modding Quake 2 movement
Replies: 7
Views: 24268

Re: Modding Quake 2 movement

I honestly prefer all the game code in C. Easier to debug, i get to use my IDE and all its features. Also, i can use a bit of C++ where it makes sense, like monsters. Maybe that's why I've been enjoying it so much. The only problem is that the game itself feels like crap.

I've fixed the movement ...
by JasonX
Wed Jan 24, 2018 3:50 am
Forum: Engine Programming
Topic: Q2 SV_CalcGunOffset
Replies: 1
Views: 17940

Q2 SV_CalcGunOffset

I'm trying to create a small weapon bob effect like the one in Doom in the Q2 codebase. After inspecting the SV_CalcGunOffset function, it seems that some sort of animation is already written here, but nothing happens in game. Is it possible that this code is being overridden by something else?
by JasonX
Wed Jan 24, 2018 1:00 am
Forum: Engine Programming
Topic: Modding Quake 2 movement
Replies: 7
Views: 24268

Modding Quake 2 movement

So, I just started modding Yamagi Quake and I'm in love with it. The code is easy to compile, read and modify. It's a joy, so much fun that it reminds me of the UnrealScript on UT99. Anyway: if you compare Quake 2 to Quake 1, though, it sucks. The game is slow, weapons feel less powerful, enemies ...
by JasonX
Fri Jan 05, 2018 1:38 am
Forum: QuakeC Programming
Topic: Untie view model frames from player frames
Replies: 3
Views: 14163

Re: Untie view model frames from player frames

Like a global frame variable for each item?
by JasonX
Fri Dec 29, 2017 3:58 am
Forum: QuakeC Programming
Topic: Untie view model frames from player frames
Replies: 3
Views: 14163

Untie view model frames from player frames

Something that really bothered me when modding weapons is that i'm always forced to create a new view weapon with the same amount of frames as of the player animation. Is there a way of untying those? Also, is there a faster way of creating new animation frames for view models instead of just ...
by JasonX
Sun Dec 24, 2017 4:56 am
Forum: Engine Programming
Topic: Hot-reload progs.dat?
Replies: 2
Views: 11909

Hot-reload progs.dat?

Does any custom engine support ho-reloading of progs.dat?
by JasonX
Wed Nov 08, 2017 2:54 am
Forum: Engine Programming
Topic: D3D11 Quake
Replies: 0
Views: 43036

D3D11 Quake

http://quakephone8.codeplex.com/

Found this looking for UWP-compatible Quake engines.
by JasonX
Wed Nov 08, 2017 2:48 am
Forum: Engine Programming
Topic: UWP/DirectX Quake ports?
Replies: 8
Views: 17456

Re: UWP/DirectX Quake ports?

That Q3 project is juicy. Thanks for the link.
by JasonX
Fri Oct 20, 2017 5:37 pm
Forum: General Discussion
Topic: fhdoom
Replies: 33
Views: 54075

Re: fhdoom

Has Doom 3 networking been improved on those new source ports? It used to suck. A lot.
by JasonX
Wed Oct 04, 2017 3:40 pm
Forum: Engine Programming
Topic: UWP/DirectX Quake ports?
Replies: 8
Views: 17456

Re: UWP/DirectX Quake ports?

Yeah, DirectX is required. I was planning to add UWP to DirectQ, but i just wanted to know if this wasn't already done.
by JasonX
Wed Oct 04, 2017 1:51 am
Forum: Engine Programming
Topic: UWP/DirectX Quake ports?
Replies: 8
Views: 17456

Re: UWP/DirectX Quake ports?

UWP has nothing to do with controls, it is common API for WinRT-based devices. Kinda like SDL, but for Microsoft stuff: Xbox One, Surface, Desktops, Phones, etc.

https://docs.microsoft.com/en-us/window ... rectx-game
by JasonX
Tue Oct 03, 2017 9:32 pm
Forum: Engine Programming
Topic: UWP/DirectX Quake ports?
Replies: 8
Views: 17456

UWP/DirectX Quake ports?

Is there any Quake engine port for the WinRT platform?
by JasonX
Wed Aug 23, 2017 9:32 pm
Forum: Modeling
Topic: Questions on Quake 1 MDL
Replies: 5
Views: 14730

Re: Questions on Quake 1 MDL

Thanks a lot for the help, guys. Another question: can a texture be 128x256 or 256x128, for example?
by JasonX
Wed Aug 23, 2017 2:54 am
Forum: Modeling
Topic: Questions on Quake 1 MDL
Replies: 5
Views: 14730

Questions on Quake 1 MDL

I'm working on some new models for Q1 and i ended up having some questions about the MDL format. I'm using this as a base: http://tfc.duke.free.fr/coding/mdl-specs-en.html


The spec says that the format supports multiple textures. Does this mean that i can use one texture for hands and another ...
by JasonX
Wed Jun 07, 2017 4:36 pm
Forum: Engine Programming
Topic: Good docs on BSP rendering?
Replies: 13
Views: 20041

Re: Good docs on BSP rendering?

Holy crap this qclib thing is amazing.