Search found 402 matches

by taniwha
Wed Feb 06, 2013 1:39 pm
Forum: General Discussion
Topic: New Quake monster: Spider
Replies: 21
Views: 9866

Re: New Quake monster: Spider

Interestingly, the max vertices count was 2000 for sw and 1024 for gl. It seems the limit got removed from QF long ago.

Final death throes:

commit 1e57bcdca27dc4886616675b52e0bd5c422b1790
Author: Seth Galbraith <sgalbrai@linknet.kitsap.lib.wa.us>
Date: Sat Jan 5 17:56:33 2002 +0000

no more ...
by taniwha
Tue Feb 05, 2013 5:29 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 73861

Re: Engoo

lea eax, [eax + 2*eax] (or something very similar, I might have the syntax wrong). iirc, it's 1 clock cycle (or was on a 486).

that's probably the fastest 3 * you can get in asm (though using something other than eax as the dest might help, I don't know).
by taniwha
Mon Jan 28, 2013 5:23 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

Ah, I created QFile (typedef struct QFile_s QFile) which wraps both FILE * and gzFile, and then wrote replacements for all(?) the f* functions. That part was quite invasive, but I hated the mess of fread/fwrte vs fprintf etc (the file parameter bouncing from end to end), so it was a boon anyway.
by taniwha
Mon Jan 28, 2013 1:54 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

reckless: mh: thanks for the tips.

As for demos in compressed pk3: I doubt they're that different from compressed demos in .pak (using gzip (zlib)*, a feature QF has had since about March 2000 (minus a few months where knghtbrd got pissy)).

Initially, the compression was indeed a liability (demos ...
by taniwha
Sun Jan 27, 2013 7:27 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

Seven: awesome! As for free time... yeah, it's always hard to come by enough of it.

I guess I have to give QF .pk3 support :P

*sigh* more work ;)
by taniwha
Sun Jan 27, 2013 7:29 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 73861

Re: Engoo

Getting back to something resembling the topic, I've got engoo's vid_win.c sort of working with QF's sw renderers (gl will take a "little" more work).

I have to say the video code of quake has got the be the worst mess in existence.
by taniwha
Sun Jan 27, 2013 5:40 am
Forum: QuakeC Programming
Topic: get framerate in qc
Replies: 5
Views: 3107

Re: get framerate in qc

Isn't there a frametime global? If so, the frame rate is just 1/frametime. If not, you can create your own using

float frametime;
float oldtime;

...
frametime = time - oldtime;
oldtime = time;

Watch out for the first time as frametime will be 0). Also, due to floats being floats, the accuracy ...
by taniwha
Sat Jan 26, 2013 7:35 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

ceriux: I think the only problem I have with the hammer is the edges of the metal (near the top) seem a tad sharp. A little bit of uneven "rounding" would give the hammer that hand-forged look. But then, if your dwarfs have mills, anything goes :).
by taniwha
Sat Jan 26, 2013 3:33 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 73861

Re: Engoo

There are probably a few people still doing things in 16-bit dos. I know there are some doing 32-bit dos via djgpp.
by taniwha
Sat Jan 26, 2013 2:09 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 73861

Re: Engoo

MH: it's taken me a while, but I've finally begun to understand what's going on in the actual setup code.

As for windows 95: it was old even when the quake source came out. iirc, it was fading rapidly in favor of 98 and XP (or was XP a little later?).
by taniwha
Fri Jan 25, 2013 5:39 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

War hammer? Looks smashing :)
by taniwha
Fri Jan 25, 2013 4:46 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

frag.machine: the only problem I have with your "too lazy" bit is the way you don't take your hobby seriously. IMO, a hobby should be taken more seriously than a job :P.
by taniwha
Thu Jan 24, 2013 10:41 am
Forum: General Discussion
Topic: QuakeForge 0.7.2 released.
Replies: 20
Views: 9089

Re: QuakeForge 0.7.2 released.

Hmm, well, I wasn't thinking anything sophisticated: just something that you could optionally run in your quake dir that creates ~/quakeforgerc with suitable settings (eg, vid mode, fs_sharepath (determined from the "installer"'s current directory...)
by taniwha
Thu Jan 24, 2013 10:22 am
Forum: General Discussion
Topic: QuakeForge 0.7.2 released.
Replies: 20
Views: 9089

Re: QuakeForge 0.7.2 released.

reckless: yeah, well, again: thanks. I'll make use of it when I get to that point. I'm currently hacking on resurrecting -win :) Which leads in to...

leileilol: thanks for ENGOO: I've lifted your (well, MH's? it seems he's responsible for the GDI/DDraw support) vid_win.c and modified it to build in ...
by taniwha
Thu Jan 24, 2013 4:12 am
Forum: General Discussion
Topic: Engoo
Replies: 222
Views: 73861

Re: Engoo

leileilol: am I reading your source correctly in that it seems that you've ditched mgl for directx?

(yeah, I've git svn cloned your source :), mostly just for ease of history browsing)

[edit] Well, sort of ditched. I now see that it's brought back as an alternative.