Search found 2918 matches

by Spike
Tue Jun 18, 2019 12:39 pm
Forum: Modeling
Topic: blender question
Replies: 6
Views: 8581

Re: blender question

you might want to use iqm instead, if you were targetting fte (or dp). the iqm sdk is apparently updated for blender 2.8 too.
either that or the .glb (or .gltf2) format (with fte's 'models' plugin providing a loader for that format, along with an exporter bundled with blender 2.8 iiuc).
by Spike
Thu Jun 06, 2019 12:18 am
Forum: CSQC Programming
Topic: input keys and strings (write in csqc UI)
Replies: 4
Views: 4144

Re: input keys and strings (write in csqc UI)

string gah = theglobal; theglobal = strzone(strcat(theglobal,theextratext)); if (gah) strunzone(gah); you don't need strzone/strunzone in fte, but qss needs them, and dp is annoying in that it doesn't like strunzone(null_string). be careful to not try unzoning a temp or immediate string though. ret...
by Spike
Wed Jun 05, 2019 12:26 pm
Forum: CSQC Programming
Topic: input keys and strings (write in csqc UI)
Replies: 4
Views: 4144

Re: input keys and strings (write in csqc UI)

float(float eventtype, float arg1, float arg2, float devid) CSQC_InputEvent = { if (eventtype == IE_KEYDOWN) { arg1 is the scancode, aka some KEY_FOO value used for binds etc. values will not change based upon shift+etc keys. arg2 is the character codepoint that was pressed. typically ascii but may ...
by Spike
Thu May 30, 2019 12:38 pm
Forum: QuakeC Programming
Topic: big enemies physics problems
Replies: 5
Views: 5281

Re: big enemies physics problems

I believe that shpuld's various 2-day mods tend to use movetype_walk for monsters.
by Spike
Sat May 25, 2019 12:26 pm
Forum: QuakeC Programming
Topic: big enemies physics problems
Replies: 5
Views: 5281

Re: big enemies physics problems

entities uses axially aligned boxes. an axially aligned box on a slope gets further and further off the ground the steeper the slope gets. walkmove/movetogoal fail the move if the entity is off the ground. ergo, slopes = bad, and get worse with larger monsters. If you just want to force it to work a...
by Spike
Thu May 09, 2019 12:55 am
Forum: Engine Programming
Topic: PBR in FTEQW?
Replies: 1
Views: 3726

Re: PBR in FTEQW?

If I'm honest, it looks kinda bad. More specifically, the PBR stuff does not handle reflections well. The current code has no IBL/etc, so reflections only reflect pointlights - infinitely small points of light that appear as insignificant tiny highlights on an otherwise near-black smooth metalic sur...
by Spike
Sat Apr 13, 2019 8:36 pm
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 20404

Re: [FTEQW] CubiQuake

assuming it just needs more ram, try:
pr_ssqc_memsize 256mb
along with this if you need it:
pr_csqc_memsize 256mb
by Spike
Mon Feb 18, 2019 9:58 am
Forum: QuakeC Programming
Topic: orientation of trace_plane_normal
Replies: 4
Views: 3454

Re: orientation of trace_plane_normal

regarding that huge part in a parenthasis in the first paragraph of my previous post: you said a tripod. tripods are defined in terms of three legs, or more specifically by 3 feet(not the unit), aka 3 points. or if its a model then you can just use makevectors, obviously, and skip trying to calculat...
by Spike
Sun Feb 17, 2019 1:53 pm
Forum: QuakeC Programming
Topic: orientation of trace_plane_normal
Replies: 4
Views: 3454

Re: orientation of trace_plane_normal

So you have a forward, right, up value of your object, and you have a plane_normal that you want to rotate it around. (those vectors need to be perpendicular to each other, you can use crossproducts if you know two of them. if you have three arbitrary points, forward=b-a;up=crossproduct(forward,c-a)...
by Spike
Mon Jan 28, 2019 9:14 pm
Forum: CSQC Programming
Topic: UI stuff and frametime
Replies: 5
Views: 5448

Re: UI stuff and frametime

static works at both global scope and local scope, equivalent to C. (static locals are also visible to nested functions where regular locals are not) r = (a?b:c) is equivalent to if (a) r=b; else r=c; recovering lost precision requires rebasing the float timer back to 0. double(float)s have more tha...
by Spike
Sun Jan 27, 2019 11:17 pm
Forum: CSQC Programming
Topic: UI stuff and frametime
Replies: 5
Views: 5448

Re: UI stuff and frametime

if (runningindp) { static float oldtime; cltime = gettime(GETTIME_FRAMESTART); clframetime = oldtime?cltime - oldtime:0.1; oldtime = cltime; } shove that at the start of your CSQC_UpdateView. HIRES is time-since-frame-start (read: high res only because the float value is centered around 0), REALTIM...
by Spike
Sun Jan 27, 2019 4:33 am
Forum: QuakeC Programming
Topic: progs CRC not recognised from quake nor clones
Replies: 3
Views: 4139

Re: progs CRC not recognised from quake nor clones

changing the crc just means that fte will enable different compatibility modes (eg: qw crc means prints have an extra 'level' arg etc, and reconfigures the server's network translation logic). dp doesn't even bother checking it, iirc (so yeah, don't ever use that progs.dat from qw with it, so have f...
by Spike
Sun Jan 27, 2019 4:22 am
Forum: CSQC Programming
Topic: UI stuff and frametime
Replies: 5
Views: 5448

Re: UI stuff and frametime

try the gettime builtin.
by Spike
Sun Jan 20, 2019 7:58 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5976608

Re: What are you working on?

y o u s h o u l d p r o b a b l y d o s o m e t h i n g a b o u t a l l t h e e x t r a n e o u s s p a c e s , t h e y k i n d a m a k e i t h a r d t o r e a d . I'm not saying variable-width nor ttf fonts (which are fun, but messy), just that non-square glyphs would really help readability (thoug...
by Spike
Wed Jan 02, 2019 4:51 am
Forum: QuakeC Programming
Topic: progs CRC not recognised from quake nor clones
Replies: 3
Views: 4139

Re: progs CRC not recognised from quake nor clones

don't change anything before defs.qc's end_sys_fields. that's how you avoid it. the vanilla qcc wrote a (now-useless) progdefs.h file for inclusion in the engine's code so that things matched (and generates the progs crc value from that file), so if you change the name/order/basic type of any of tho...