Search found 422 matches

by JasonX
Sun Jun 04, 2017 2:21 am
Forum: Engine Programming
Topic: Good docs on BSP rendering?
Replies: 13
Views: 20041

Re: Good docs on BSP rendering?

Outstanding. Thank you so much. I'll be digging in the source, specially in the vulkan part. :mrgreen:
by JasonX
Sat Jun 03, 2017 3:16 pm
Forum: Mapping
Topic: The TrenchBroom Level Editor for Quake
Replies: 143
Views: 198555

Re: The TrenchBroom Level Editor for Quake

Thanks xaGe for the link. I gues we'll wait a loong time for TB quake3 support..
By the way, I'm not so sure that only difference between quake1 and quake3 maps are only patches. Iirc there are lots of differences, from maxnumber of triangles per maps, to max bounds limits, to shaders support, but ...
by JasonX
Sat Jun 03, 2017 3:12 pm
Forum: Engine Programming
Topic: Good docs on BSP rendering?
Replies: 13
Views: 20041

Good docs on BSP rendering?

I'm working on a small map viewer to improve my modern OpenGL skills. I've been postponing the learning of shaders for too long! I've seen tons of BSP loaders out there, including the Assimp one, but i'm curious about the rendering of BSP maps in modern OpenGL. How would you guys do it? Would you ...
by JasonX
Fri May 05, 2017 10:22 pm
Forum: QuakeC Programming
Topic: Difference between progs and qwprogs?
Replies: 3
Views: 13008

Re: Difference between progs and qwprogs?

BTW:
so, urm, in what way does it 'not run' in fteqw?
When i tried to run the compiled quakec-v1-01-clean progs.dat in FTE, it got an error saying that it could not find qwprogs.dat. After renaming the file, it worked. :smile:
by JasonX
Fri May 05, 2017 1:35 am
Forum: QuakeC Programming
Topic: Difference between progs and qwprogs?
Replies: 3
Views: 13008

Re: Difference between progs and qwprogs?

Thank you for the rich information!
by JasonX
Thu May 04, 2017 11:39 pm
Forum: QuakeC Programming
Topic: Difference between progs and qwprogs?
Replies: 3
Views: 13008

Difference between progs and qwprogs?

I'm starting a new mod and i'm using the following QuakeC project as a base:

https://gitlab.com/quakec-v1-01-clean/q ... 1-01-clean

Unfortunately, i can only run this with Quakespasm and not FTEQW. What is the difference between progs and qwprogs?
by JasonX
Mon Apr 17, 2017 7:39 pm
Forum: Engine Programming
Topic: Porting codebases to 64 bit
Replies: 20
Views: 29944

Re: Porting codebases to 64 bit

For people from the future browsing this thread: I eventually gave up. I've used some static analysis tools to help me track the errors related to 64-bit, but the constant crashes were a major turnoff. So, no base 64-bit WinQuake. :confused:
by JasonX
Mon Feb 27, 2017 8:36 pm
Forum: QuakeC Programming
Topic: Sprite-based weapons
Replies: 2
Views: 12498

Re: Sprite-based weapons

Can FTE render SPRs as a model, just like DP? I've been following the one-model per-frame approach, but i don't think this is the best way to do it.
by JasonX
Mon Feb 27, 2017 2:12 pm
Forum: QuakeC Programming
Topic: Sprite-based weapons
Replies: 2
Views: 12498

Sprite-based weapons

I'm converting some Doom weapons to my Quake mod and i'm curious on how to do this the best way. I'm using a single plane as my weapon model, but i have no idea on how to make the sprite animations work. I'm using FTE, btw.
by JasonX
Thu Jul 21, 2016 12:01 pm
Forum: Engine Programming
Topic: Vulkan Quake
Replies: 3
Views: 12819

Vulkan Quake

by JasonX
Wed Mar 16, 2016 4:15 pm
Forum: Engine Programming
Topic: Game code in C
Replies: 15
Views: 6717

Re: Game code in C

I'm a little bit lost on how the pr_strings thing works. By default, when a server is started, anything read from *.bsp is parsed into the PR_* structures and then sent along as integers over the network? Should i just use chars instead?
by JasonX
Mon Mar 14, 2016 5:50 pm
Forum: Engine Programming
Topic: Game code in C
Replies: 15
Views: 6717

Re: Game code in C

Thanks a lot for the info, guys. However, by removing the indexed calls and leaving just the char*, i still get protocol errors: Host_Error: CL_ParseServerMessage: Server is protocol 66820 instead of 15
by JasonX
Sat Mar 12, 2016 7:41 pm
Forum: Engine Programming
Topic: Game code in C
Replies: 15
Views: 6717

Re: Game code in C

Thanks for the info. I'm still trying to get the game running, bumping into a few segfaults due to calls like this:


SV_ModelIndex(pr_strings + ent->v.model))


Or anything that has pr_strings. I tried to use ent.v.modelindex directly, without luck, and also SV_ModelIndex(ent->v.model). But no ...
by JasonX
Fri Mar 11, 2016 9:12 pm
Forum: Engine Programming
Topic: Game code in C
Replies: 15
Views: 6717

Re: Game code in C

Another question: inside SV_TouchLinks, the following is called: PR_ExecuteProgram(touch->v.touch). What is this for? There are some other calls to PR_ExecuteProgram that don't seem to be functions...
by JasonX
Fri Mar 11, 2016 8:05 pm
Forum: Engine Programming
Topic: Game code in C
Replies: 15
Views: 6717

Re: Game code in C

Well, but i don't think that i can just call the PF_* functions directly. They seem to have globals and a stack to grab the args from. So, for example, i would have to start to re-implement most of them, right? Take precaching, for example:


void PF_precache_model(void)
{
char *s;
int i;

if ...