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 ...
Search found 422 matches
- Sun Jan 28, 2018 3:02 pm
- Forum: Engine Programming
- Topic: Modding Quake 2 movement
- Replies: 7
- Views: 24268
- 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?
- 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 ...
- 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?
- 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 ...
- 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?
- Wed Nov 08, 2017 2:54 am
- Forum: Engine Programming
- Topic: D3D11 Quake
- Replies: 0
- Views: 43036
- 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.
- 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.
- 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.
- 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
https://docs.microsoft.com/en-us/window ... rectx-game
- 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?
- 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?
- 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 ...
The spec says that the format supports multiple textures. Does this mean that i can use one texture for hands and another ...
- 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.