Search found 2135 matches

by frag.machine
Thu Jul 25, 2019 11:44 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 71136

Re: FTEQW default dir

to (cross) compile fte for native windows from cygwin, msys, or from linux: *change directory to the engine subdir* make makelibs FTE_TARGET=win64 -j8 #this downloads+compiles third-party dependancies as static libraries *msys workaround: hack the zlib makefile to remove its windows-specific error,...
by frag.machine
Tue Jul 23, 2019 8:07 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 71136

Re: FTEQW default dir

Nice to hear it worked, Doctor (even if partially). Are you using the latest build ? I got the last update from SVN but still figthing with Visual Studio Express 2017 to compile it. Care to share your binaries ? :razz: I just got 5493 (still reports as 5492 ingame), _skyaxis and _skyrotate (*drools...
by frag.machine
Sun Jul 21, 2019 9:05 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 71136

Re: FTEQW default dir

Nice to hear it worked, Doctor (even if partially). Are you using the latest build ? I got the last update from SVN but still figthing with Visual Studio Express 2017 to compile it. Care to share your binaries ? :razz:
by frag.machine
Sat Jul 20, 2019 4:04 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 71136

Re: FTEQW default dir

Thanks for the tip, toneddu2000!
by frag.machine
Tue Jul 16, 2019 11:28 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 71136

Re: FTEQW default dir

*BUMP* Sooo... about skyrooms. I found this in FTEQW's README : Worldspawn Keys: _skyfog: Controls the alpha value of fog when applied to sky surfaces, set to 0 to have sky ignore fog entirely. _fog: Controls the default fog in the map. This field should be of the form " [alpha] [depthbias]&quo...
by frag.machine
Wed Jul 10, 2019 8:10 pm
Forum: QuakeC Programming
Topic: The quick brown dog jumped over the lazy corpse...
Replies: 6
Views: 11347

Re: The quick brown dog jumped over the lazy corpse...

Also, monsters are incapable of walking or flying over corpses it would seem (like hitting a brick wall, which is weird in the case of monsters mid-jump; No walkmove / movetogoal can be blamed here), if dogs (and presumably, fiends) somehow manage to land on top of a corpse, they indeed to get stuc...
by frag.machine
Tue Jul 02, 2019 3:04 pm
Forum: OpenGL Programming
Topic: Are stencil shadows still usable in FTE?
Replies: 4
Views: 7761

Re: Are stencil shadows still usable in FTE?

Are stencil shadows part of the OpenGL ? I always believed they were implemented by the game engines, not some kind of built in extension...
by frag.machine
Mon Jul 01, 2019 11:01 am
Forum: QuakeC Programming
Topic: The quick brown dog jumped over the lazy corpse...
Replies: 6
Views: 11347

Re: The quick brown dog jumped over the lazy corpse...

Thanks Madfox and DoctorShadowborg. I should have added that I already didi exactly this change, down to the exact same color index and it works, but visually is not the same as for red blood which is a bit jarring. I had hope that FTEQW could have a trick under the sleeve like a shader or something...
by frag.machine
Sat Jun 29, 2019 10:39 pm
Forum: QuakeC Programming
Topic: The quick brown dog jumped over the lazy corpse...
Replies: 6
Views: 11347

The quick brown dog jumped over the lazy corpse...

... and got stuck. OK, I had implemented destructible corpses (using FTEQW's SOLID_CORPSE extension) and pretty much everything works as expected, except when a dog does a leap attack and gets stuck on any corpse in the way. Besides, I observed that when items like backpacks (that uses SOLID_ITEM + ...
by frag.machine
Mon Jun 17, 2019 1:39 pm
Forum: Modeling
Topic: blender question
Replies: 6
Views: 8647

Re: blender question

I don't know if anyone is keeping those plugins up to date (never used Blender), but in your place I would export my Blender model to .md3 and then convert it to .mdl using Noesis, or even use directly the .md3 if your engine of choice is FTE or other supporting the format.
by frag.machine
Mon Jun 10, 2019 4:25 pm
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 20507

Re: [FTEQW] CubiQuake

Nice! Thanks, I'll try it later.
by frag.machine
Sun Jun 09, 2019 1:06 pm
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 20507

Re: [FTEQW] CubiQuake

I have a question, daemon: is it possible to share the created maps ? I suppose it's mostly a matter of copying the folder content, but is there any additional step ?
by frag.machine
Sat Jun 08, 2019 11:13 pm
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 20507

Re: [FTEQW] CubiQuake

Yay! Gotta find some time to play a bit with this again. Swamped on work ATM :(
by frag.machine
Tue Apr 23, 2019 2:07 am
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 20507

Re: [FTEQW] CubiQuake

I hope someone at Func_MsgBoard reads this and propose a quick map challenge using only cubes. :razz:
by frag.machine
Tue Apr 23, 2019 2:02 am
Forum: Programming Tutorials
Topic: QuakeSrc.org Tutorials, The Return Of ...
Replies: 7
Views: 13890

Re: QuakeSrc.org Tutorials, The Return Of ...

A bit surprised, as all links seemed to be death. In the past I have collected some of the tutorials, but I'm a noob as html concerns, so I gathered them with screenshots. Now it seems of value as a lot of the quake1 info leaches away, while my intrest only grows. So I started digging in my archive...