Search found 422 matches
- 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. 
- 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 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 ...
- 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 ...
- 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:

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.so, urm, in what way does it 'not run' in fteqw?
- 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!
- 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?
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?
- 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. 
- 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.
- 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.
- Thu Jul 21, 2016 12:01 pm
- Forum: Engine Programming
- Topic: Vulkan Quake
- Replies: 3
- Views: 12819
- 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?
- 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
- 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 ...
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 ...
- 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...
- 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 ...
void PF_precache_model(void)
{
char *s;
int i;
if ...