Search found 92 matches
- Fri Sep 16, 2016 5:53 pm
- Forum: Engine Programming
- Topic: Lit liquids
- Replies: 9
- Views: 5636
Re: Lit liquids
Just made a commit to tyrutils-ericw so lit liquids never receive dirtmapping
- Thu Apr 28, 2016 7:10 am
- Forum: Engine Programming
- Topic: Compile for Ubuntu on Windows
- Replies: 14
- Views: 5281
Re: Compile for Ubuntu on Windows
It looks like this downloads that were previously on http://metamod-p.sourceforge.net/cross-compiling.on.windows.for.linux.html are no longer available (but it would be an ancient compiler by now, anyway), and the system they were using to build the cross-compiling environment is discontinued, but ...
- Sat Mar 26, 2016 2:32 am
- Forum: General Discussion
- Topic: Q1 Engines with Extended Limits
- Replies: 12
- Views: 10254
Re: Q1 Engines with Extended Limits
That message is for mdl vertices, looks like Quakespasm has:
#define MAXALIASVERTS 2000 //johnfitz -- was 1024
#define MAXALIASVERTS 2000 //johnfitz -- was 1024
- Mon Mar 21, 2016 7:52 pm
- Forum: OpenGL Programming
- Topic: Vulkan 1.0 goes official
- Replies: 21
- Views: 36676
Re: Vulkan 1.0 goes official
Spike, this looks really cool.
"+map" doesn't seem to be working for me, I just get a big grid of monsters if I use it. Tried "+map e1m1", as well as loose bsp files in id1/maps/.
The demo plays, though.
The vulcan exe seems to crash my graphics driver, I'm on nvidia 364.51, gt 650m 1024mb. Oh well ...
"+map" doesn't seem to be working for me, I just get a big grid of monsters if I use it. Tried "+map e1m1", as well as loose bsp files in id1/maps/.
The demo plays, though.
The vulcan exe seems to crash my graphics driver, I'm on nvidia 364.51, gt 650m 1024mb. Oh well ...
- Mon Jan 25, 2016 3:52 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 148635
Re: qbismSuper8 builds
The mdl's in the next AD patch release will have the onseam values fixed, and also the frame mins/maxs (which were all set to 0 0 0, which messes up mdl culling a bit.)
AFAIK, the invalid onseam value (1) were written by Preach's fbx2mdl tool, I think he's aware of the problem though.
Anyway ...
AFAIK, the invalid onseam value (1) were written by Preach's fbx2mdl tool, I think he's aware of the problem though.
Anyway ...
- Sat Jan 23, 2016 6:23 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 148635
Re: qbismSuper8 builds
The problem turned out to be onseam set to 1 instead of 32. This clobbers some internal flags in software quake, messing up the clipping.
http://www.celephais.net/board/view_thr ... &start=755
http://www.celephais.net/board/view_thr ... &start=755
- Fri Jan 08, 2016 12:54 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 148635
Re: qbismSuper8 builds
Sounds like we're on the right track, but not quite there...
I have been playing with v_shadaxe0.mdl (the axe viewmodel, assuming you don't pick up axe upgrade).
The per-frame mins/maxs are all (0 0 0). However, setting these properly didn't fix the glitching with MarkV Winquake (unless I screwed ...
I have been playing with v_shadaxe0.mdl (the axe viewmodel, assuming you don't pick up axe upgrade).
The per-frame mins/maxs are all (0 0 0). However, setting these properly didn't fix the glitching with MarkV Winquake (unless I screwed ...
- Wed Dec 30, 2015 10:49 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 148635
Re: qbismSuper8 builds
Oh, the rockets pickup is another example, this is dm4:


- Wed Dec 30, 2015 10:39 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 148635
Re: qbismSuper8 builds
I see the shotgun model at the bottom of the screen, but I know progs/v_shadaxe0.mdl (the axe viewmodel) causes problems for software renderers, I've seen screen corruption like that screenshot, and it crashes Baker's MarkV-Winquake when you switch to the axe.
So with any luck the underlying cause ...
So with any luck the underlying cause ...
- Mon Sep 21, 2015 10:41 pm
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 148635
Re: qbismSuper8 builds
Haha, nice, that screenshot is wild 
Unfortunately, my attempt at vising the map failed, I gave it almost a month but no luck.
However, there's going to be a revamped version of the map hopefully later this fall, that will certainly be vised, and have better lighting and balance etc.
Unfortunately, my attempt at vising the map failed, I gave it almost a month but no luck.
However, there's going to be a revamped version of the map hopefully later this fall, that will certainly be vised, and have better lighting and balance etc.
- Mon Sep 21, 2015 10:23 pm
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 57325
Re: Compatibility Benchmark Mods
Mankrip, good catch, I hadn't thought of the 'viewmodel' command, and you're right it was broken.
I applied a fix which is to just to create a VBO per mdl model, which is set up in Mod_LoadModel. Specifically, the VBO is uploaded within GL_MakeAliasModelDisplayLists. I guess this is less optimal in ...
I applied a fix which is to just to create a VBO per mdl model, which is set up in Mod_LoadModel. Specifically, the VBO is uploaded within GL_MakeAliasModelDisplayLists. I guess this is less optimal in ...
- Thu Sep 17, 2015 7:44 pm
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 57325
Re: Compatibility Benchmark Mods
Here's a good one.. Got an email saying that progs/bolt.mdl wasn't rendering in the Scourge Done Slick mod in the latest Quakespasm release.
I downloaded http://quake.speeddemosarchive.com/quake/qdq/demos/SdSmega.zip and launched with "-hipnotic -game sdsmega"
Press '9', '1', '4' to play the ...
I downloaded http://quake.speeddemosarchive.com/quake/qdq/demos/SdSmega.zip and launched with "-hipnotic -game sdsmega"
Press '9', '1', '4' to play the ...
- Wed Jul 22, 2015 4:21 pm
- Forum: Mapping
- Topic: [tool] tyrutils-ericw release (q1bsp tools)
- Replies: 0
- Views: 43234
[tool] tyrutils-ericw release (q1bsp tools)
Hi, I made a fancy website and tagged a release for my modded version of tyrutils (with ambient occlusion, new sunlight modes, .lux support, etc.)
http://ericwa.github.io/tyrutils-ericw/
code repository:
https://github.com/ericwa/tyrutils-ericw
http://ericwa.github.io/tyrutils-ericw/
code repository:
https://github.com/ericwa/tyrutils-ericw
- Wed Jul 08, 2015 1:15 am
- Forum: General Programming
- Topic: Xreal problem
- Replies: 9
- Views: 15615
Re: Xreal problem
I haven't tried building this yet, but it sounds like you should put the premake4.exe in the same directory as premake4_vs2010.bat, and then run the bat. did you try that? there's no error message?
- Tue Jul 07, 2015 6:50 pm
- Forum: General Programming
- Topic: Xreal problem
- Replies: 9
- Views: 15615
Re: Xreal problem
Did you install premake?https://premake.github.io/download.html