Search found 77 matches

by necros
Thu Jun 30, 2011 12:39 am
Forum: General Discussion
Topic: 8 bit bigmap Halloween special
Replies: 82
Views: 30729

in the video menu, there's a slider for status bar that cycles through different configurations. i thought that was a really nice feature since i like the normal status bar too. :)

also, really weird about the transparent player model. even weirder is that i somehow didn't notice it......... o.0 ...
by necros
Sat Jun 25, 2011 6:39 am
Forum: General Discussion
Topic: 8 bit bigmap Halloween special
Replies: 82
Views: 30729

yeah, that's the one i have. :)
i only found out about this from qexpo booths (just going down the list).
it would be cool if someone could just put up a forum post maybe in engine programming? with all the engines that are out there. there are so many! it's kind of a slog to track them all down to ...
by necros
Wed Jun 22, 2011 10:44 pm
Forum: General Discussion
Topic: 8 bit bigmap Halloween special
Replies: 82
Views: 30729

it happens, that i have seen specifically, with the 'ne_qep1_ext' map included in my ne_rpg mod i released on sunday.
negke says it happens with other maps in aguirre's software engine, which seems to imply it has nothing to do with the engine port specifically, but something with software engines ...
by necros
Tue Jun 21, 2011 7:41 am
Forum: General Discussion
Topic: 8 bit bigmap Halloween special
Replies: 82
Views: 30729

i was trying this out on a large map, and for some reason, all the models were messed up like a modelindex mismatch.
apparently, aguirre's software engine does this too... is that something that can be fixed? is it looking at precached models in a different order than glquake somehow?
by necros
Tue Jun 21, 2011 5:48 am
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 173208

i like the new arrangement on the front page. ^_^
by necros
Thu Jun 16, 2011 7:39 pm
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 173208

lol@neg

good job on fixing it so fast, chip :)
by necros
Thu Jun 16, 2011 5:36 pm
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 173208

is it intentional that anyone can edit anyone else's booth pages as long as they are logged in?
that seems kind of... not good.

i guess cause this is based on wiki format?
by necros
Wed Jun 08, 2011 6:30 pm
Forum: QuakeC Programming
Topic: -zone to prevent crashing
Replies: 21
Views: 7376

seems to be a totally quakespasm thing then.

i ran fq085 with -zone 256 (i know it's supposed to be default but just in case) and it was able to load everything fine.

since everyone's got huge gobs of ram anyway though, i'll just continue to suggest using -zone 2048 until you guys remove zone ...
by necros
Tue Jun 07, 2011 10:54 pm
Forum: QuakeC Programming
Topic: -zone to prevent crashing
Replies: 21
Views: 7376

just to clarify on above assumptions:

this is quakespasm 0.85.4, x64 (not 'stock' fq085)

this is with my own mod (not quoth)
a single pak file (or no pack file and just loose files)

it is not happening at consistent times, however, that could mean nothing as the mod itself is highly random ...
by necros
Mon Jun 06, 2011 10:35 pm
Forum: General Programming
Topic: Screen shake when shooting
Replies: 6
Views: 3770

yeah, you'd want something more along the lines of
((endFogTime - currentTime) / fogDuration) * fogAmount to get a proper framerate independant fade.
by necros
Mon Jun 06, 2011 10:32 pm
Forum: QuakeC Programming
Topic: -zone to prevent crashing
Replies: 21
Views: 7376

hm... ok, now i'm more confused. i guess i'll just keep suggesting putting -zone 2048 then, because it most definitely does fix the crash.
but you guys seem to be telling me it has absolutely nothing to do with the progs or edicts. o.o
by necros
Mon Jun 06, 2011 2:15 am
Forum: QuakeC Programming
Topic: -zone to prevent crashing
Replies: 21
Views: 7376

-zone to prevent crashing

so a few months ago, i was getting crashes and mh clued me in that i needed to use -zone to prevent from happening. apparently, the progs.dat things are stored in a different part of memory than textures and models and such and -zone controls that.

ok, is there like a rule of thumb on how large ...
by necros
Wed Jun 01, 2011 11:15 pm
Forum: QuakeC Programming
Topic: Auto-precache
Replies: 7
Views: 2245

no need for anything that fancy.
preach clued me in on this great method:

basically, you create a wrapper for setmodel.

first, rename the setmodel builtin function:
void(entity e, string m) setmodel_builtin = #3;

then create a new setmodel function, that calls the builtin function and with any ...
by necros
Wed Jun 01, 2011 5:28 pm
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 173208

thanks about the cache thing. fyi: for FF4 it's CTRL+F5. looks fine now. :)
by necros
Mon May 30, 2011 10:58 pm
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 173208

i'm using firefox 4.0.1 with noscript. i have allowed all scripts but the event page looks like this to me:
http://necros.slipgateconstruct.com/temp/events.jpg

any idea what's up?