Search found 132 matches

by szo
Mon Oct 08, 2012 8:58 pm
Forum: General Discussion
Topic: QuakeSpasm 0.85.8
Replies: 9
Views: 3289

Re: QuakeSpasm 0.85.8

quakespasm has a strange behavior with the skill variable: ]skill 4 ]restart [...snip...] ]skill "skill" is "3" Client etb removed Shutting down SDL sound It might breaks map with extra difficulty levels like anwop . It is *standart quake code*, which neither fitzquake nor we ha...
by szo
Mon Oct 08, 2012 8:48 pm
Forum: General Discussion
Topic: QuakeSpasm 0.85.8
Replies: 9
Views: 3289

Re: QuakeSpasm 0.85.8

In iq the flash turns off when the level ends, calling the function crashed quakespasm. CODE HERE . Crash happens because you are calling flash_off() from within flash_update() and flash_update() has a shorter think time than flash_off(). Replace the flash_off() call simply by a remove(self) in fla...
by szo
Mon Oct 08, 2012 8:37 am
Forum: General Discussion
Topic: QuakeSpasm 0.85.8
Replies: 9
Views: 3289

QuakeSpasm 0.85.8

Version 0.85.8 of QuakeSpasm is released: Downloads Project page ChangeLog: * Made Quake shareware 1.00 and 1.01 versions to be recognized properly. * Fixed control-character handling in unicode mode. Keyboard input tweaks. * Made the keypad keys to send separate key events in game mode. * Text past...
by szo
Tue Aug 07, 2012 10:28 pm
Forum: Engine Programming
Topic: DarkPlaces effectinfo.txt
Replies: 15
Views: 4979

Re: DarkPlaces effectinfo.txt

I don't think "Hi, I'd like to start modding DarkPlaces, wats QuakeC?" newbie guy would stand a chance against a horde of curly brackets. Well then, he should first learn how to use a decent editor, type without typos, code according to a given spec and bear the pain of fixing his mistake...
by szo
Mon Jul 16, 2012 7:09 pm
Forum: Programming Tutorials
Topic: Bugfix: Involving playdemo and connection state
Replies: 5
Views: 6544

Re: Bugfix: Involving playdemo and connection state

Good catch. Applied this to both quakespasm and to uhexen2. (uhexen2 was actually not 'affected' by the issue the way you documented it, but it actually used to draw the console background over the intermission pic, i.e. drawing doubly. ugh..)
by szo
Mon Jul 02, 2012 7:05 pm
Forum: Engine Programming
Topic: Fast Dynamic Lighting
Replies: 31
Views: 10349

Re: Fast Dynamic Lighting

Just resurrecting this old one regarding the endianness issue mentioned by szo. The GL spec (page 97, 1.2.1 version) clearly states which bits are assigned to which components for the UNSIGNED_INT_8_8_8_8_REV type so endianness is basically not an issue - 4th component goes in bits 31-24, 3rd in 23...
by szo
Fri Jun 29, 2012 7:18 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 439009

Re: FitzQuake Mark V - Easy to compile and ...

Isn't that in proquake? Well, whatever it is, it is hard to be taken seriously given the fact that 1.01-ish source has been actually unofficially available for about 15 years due to that crack.com incident and those sources have no such indication about the original nominal sound clip dist being di...
by szo
Fri Jun 29, 2012 5:02 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 439009

Re: FitzQuake Mark V - Easy to compile and ...

r00k wrote:

Code: Select all

vec_t	sound_nominal_clip_dist=1500.0; // JPG - changed this from 1000 to 15000
										// (I'm 99% sure that's what it was in 1.06)
What source code are you referring to? (whoever is that JPG??) The original q1source.zip doesn't have such a note.
by szo
Fri Jun 29, 2012 10:09 am
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 439009

Re: FitzQuake Mark V - Easy to compile and ...

A question: Where do you know that sound_nominal_clip_dist was 1500 in dosquake? (Even in the infamous crack.com-leaked quake source it was set as 1000 in snd_dma.c and not changed anywhere else.)
by szo
Fri Jun 29, 2012 9:53 am
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 439009

Re: FitzQuake Mark V - Easy to compile and ...

Didn't look deep but here's one bug: you still have svn_main.c:localmodels as [5], whereas you need [6] (an old fitz085 bug: see MAX_MODELS)
by szo
Thu Jun 28, 2012 5:10 pm
Forum: Engine Programming
Topic: Touch links
Replies: 10
Views: 2909

Re: Touch links

r00k wrote:[...] I cannot reproduce this bug in Qrack
If you are testing with e2m2 buttons, make sure that you start the map in easy (0) skill
by szo
Thu Jun 28, 2012 5:02 pm
Forum: Engine Programming
Topic: Touch links
Replies: 10
Views: 2909

Re: Touch links

QuakeSpasm currently uses Bill Currie's solution from QuakeForge. Here is the relevant QF commit:
http://quake.git.sourceforge.net/git/gi ... c7136d97b7
by szo
Sun Apr 15, 2012 4:51 pm
Forum: Engine Programming
Topic: QMB Engine goes crossplatform via SDL
Replies: 25
Views: 8975

Re: QMB Engine goes crossplatform via SDL

I could compile it on Archlinux with only minor code changes (paths and one function). Well, of course you can: after wrestling with the makefile which is one major incompatible element in that git repo (didn't bother looking for further.) Upon seeing something labeled as "cross platform"...
by szo
Sun Apr 15, 2012 1:19 pm
Forum: Engine Programming
Topic: QMB Engine goes crossplatform via SDL
Replies: 25
Views: 8975

Re: QMB Engine goes crossplatform via SDL

I guess is should have been more specific that it's the QMB Quake Engine that has gone crossplatform I can't see crosss-platform character in this: you can't even link because the makefile doesn't know about case sensitivity for -lglee, which makes me wonder how it was compiled without issues on a ...
by szo
Mon Apr 09, 2012 2:44 pm
Forum: OpenGL Programming
Topic: ARB_texture_non_power_of_two and Mac
Replies: 14
Views: 12188

Re: ARB_texture_non_power_of_two and Mac

mh wrote:I'd still pad the 2d stuff at least if not able to use npo2; the quality drop-off is just too much otherwise.
Yeah. For that though, I'll need to overhaul the texture management in uhexen2 (may start by porting over Fitzquake/Quakespasm code.)