Search found 2918 matches
- Wed Jan 24, 2018 4:10 pm
- Forum: OpenGL Programming
- Topic: [FTE]GLSL or opengl "Always on top"
- Replies: 4
- Views: 3368
Re: [FTE]GLSL or opengl "Always on top"
ontop { sort nearest //insert into the last group of things drawn (these will not be hit by rtlights) { map $whiteimage //just a white image rgbgen const 1 0.5 0.5 //tinted red. blendfunc gl_one gl_one //simple addition with the current framebuffer nodepthtest //disable depth tests (and writes) } }...
- Thu Jan 18, 2018 10:57 am
- Forum: Engine Programming
- Topic: [FTE]Load / refresh level performance question
- Replies: 13
- Views: 6724
Re: [FTE]Load / refresh level performance question
If I got off my arse and made a proper builtin for this stuff, it'd be equivalent to the following: float(vector org, float radius) staticlight_spawn = { for (float l = 32; ; l++) //evil magic number { if (!(float)dynamiclight_get(l, LFIELD_RADIUS)) { //okay, this light seems to be dead, so use this...
- Tue Jan 16, 2018 3:24 am
- Forum: Engine Programming
- Topic: [FTE]Load / refresh level performance question
- Replies: 13
- Views: 6724
Re: [FTE]Load / refresh level performance question
the worldmodel must be .bsp (true pvs) or .map/terrain (distance culling). don't bother trying iqm. dynamiclightadd allocates a dynamic light (or reuses an existing one). static lights start at 32, which is messy. and you'd need to scan for new ones or something. which is ugly. and override ALL sett...
- Mon Jan 15, 2018 10:53 am
- Forum: Engine Programming
- Topic: [FTE]Load / refresh level performance question
- Replies: 13
- Views: 6724
Re: [FTE]Load / refresh level performance question
the renderer and rtlights code ideally wants pvs. this requires a model on the world entity.. rtlights should be set us as static world lights in order for their shadowmesh cache to work. recreating them every frame is NOT a good solution - which is what will happen, as only the worldmodel's surface...
- Tue Jan 09, 2018 9:46 am
- Forum: Engine Programming
- Topic: [FTE]Directional dynamic light implementation
- Replies: 16
- Views: 10875
Re: [FTE]Directional dynamic light implementation
float light = dynamiclight_add(...); dynamiclight_set(light, LFIELD_ANGLES, self.v_angle); dynamiclight_set(light, LFIELD_FOV, 90.0); will add a spotlight with a 90-degree cone. larger values will be distorted, 180+ will bug out completely, much like the fov cvar. that's the theory anyway. they don'...
- Tue Jan 09, 2018 3:08 am
- Forum: Engine Programming
- Topic: [FTE]Directional dynamic light implementation
- Replies: 16
- Views: 10875
Re: [FTE]Directional dynamic light implementation
'directional' light is just such a vague term. there are 3 'basic' types of rtlight. 1) omni-lights that cast light in every direction from a central spot (something like a cubemap). 2) spot-lights that cast light in a single direction from a 'central' spot (pretty much just a single face of the afo...
- Sun Dec 24, 2017 6:37 pm
- Forum: Engine Programming
- Topic: Hot-reload progs.dat?
- Replies: 2
- Views: 3425
Re: Hot-reload progs.dat?
alias hotreload "save hot;load hot"
bind f5 hotreload
that said, fte has an 'applycompile' command that basically saves+reloads only the qcvm, which means non-qc stuff like frikfile handles don't get wiped, but personally I usually just restart the map instead as its just more consistent.
bind f5 hotreload
that said, fte has an 'applycompile' command that basically saves+reloads only the qcvm, which means non-qc stuff like frikfile handles don't get wiped, but personally I usually just restart the map instead as its just more consistent.
- Sat Dec 16, 2017 8:32 am
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 69330
Re: FTEQW default dir
you can think of renderscene as a glorified drawpic. and with post processing stuff it actually IS a drawpic... the clearscene+setviewprop+addentity builtins are really just setup for renderscene (which is why renderscene doesn't need any of its own arguments). Q2: I guess I need to play through it ...
- Thu Dec 14, 2017 9:12 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 69330
Re: FTEQW default dir
$%&^$& too lazy to rewrite my post. yes, I'm aware of the font issue. it should be fixed with rev 5185. edit: there's a new build up that should fix that font issue. regarding skyboxes, there's a number of things you can do with glsl (yay cubemaps), but needing to write glsl kinda sucks. you...
- Tue Dec 12, 2017 1:15 am
- Forum: QuakeC Programming
- Topic: FTEQCC for Ubuntu
- Replies: 4
- Views: 4388
Re: FTEQCC for Ubuntu
the gui version needs wine if you want to run it in linux. yes, many people are fine with whatever fancy text editors they want, with fteqcc as purely a compiler, but fteqccgui is a debugger as well as just a text-editor-with-compiler. If you're (primarily) developing for fteqw then fteqccgui's sing...
- Sat Dec 09, 2017 2:53 am
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 69330
Re: FTEQW default dir
and this is why native gamecode sucks... Additionally, the vanilla gamecode has a few issues, like broken saved games from ASLR. But, if you can ignore those issues, you should be able to use the same gamecode as vanilla q2. The downside being that its generally only pre-installed for win32. I ought...
- Wed Dec 06, 2017 8:18 pm
- Forum: QuakeC Programming
- Topic: FTEQCC for Ubuntu
- Replies: 4
- Views: 4388
Re: FTEQCC for Ubuntu
http://triptohell.info/moodles/linux_amd64/fteqcc64 or http://triptohell.info/moodles/linux_x86/fteqcc32 there's no gui version, sorry. alternatively fteqw has an embedded copy of the qcc. use the compile command to invoke it (it expects src/progs.src by default). I have no contact with whoever 'mai...
- Tue Nov 07, 2017 4:13 pm
- Forum: CSQC Programming
- Topic: [FTE] [SOLVED] Tracebox for collisions on meshes
- Replies: 4
- Views: 3762
Re: [FTE] Tracebox for collisions on meshes
tracebox doesn't normally consider the solidity of the moving entity. if its non-solid then why the hell is it trying to collide... triggers are non-solid (or rather, one-way). they're kinda evil. don't use them for anything but triggers. instead of move_hitmodel on the mover's traces, you can use s...
- Fri Nov 03, 2017 7:30 am
- Forum: CSQC Programming
- Topic: CSQC and multiplayer mvds
- Replies: 3
- Views: 4194
Re: CSQC and multiplayer mvds
Use the track command to control which player you want to track. Or just hit jump (assuming your csqc isn't blocking that somehow). Make sure you're not using auto/high track otherwise it'll just go and re-track someone at psudorandom. mvds should work mostly the same as splitscreen, you can even se...
- Wed Oct 25, 2017 5:40 pm
- Forum: Engine Programming
- Topic: [FTE][HALF-SOLVED]Wierd camera inclination bug
- Replies: 4
- Views: 4192
Re: [FTE][HALF-SOLVED]Wierd camera inclination bug
Regarding NOLEGACY: People who are likely to use NOLEGACY are those who are writing stand-alone total conversions. Such people will also want to customise/rebrand the engine. This means that official builds using NOLEGACY are basically irrelevant. The way I see it, depending on those builds without ...