Search found 1401 matches
- Fri Sep 13, 2019 9:16 am
- Forum: Engine Programming
- Topic: [SOLVED][FTE]Is #CLIENTONLY define really works?
- Replies: 11
- Views: 17892
Re: [SOLVED][FTE]Is #CLIENTONLY define really works?
After 1 year (!) I followed your suggestion to use the wastes config and it worked, thanks Spike! The exe size ranged from 7MB to 3.5MB! This is my copied config from the wastes (I left Vera Visions copyright to avoid irritating anyone) /*** * * Copyright (c) 2000-2019, Vera Visions. All rights rese...
- Mon Sep 09, 2019 12:39 pm
- Forum: CSQC Programming
- Topic: Help: CSQC VWEP Options?
- Replies: 29
- Views: 22130
Re: Help: CSQC VWEP Options?
I'm pretty sure the code you posted deals only with origin but won't orientate a knife with a rotating hand in a idle animation, for example.
in this case, the wrist will rotate, the knife will be stick to the hand bone, but not orienting as hand bone axis
in this case, the wrist will rotate, the knife will be stick to the hand bone, but not orienting as hand bone axis
- Sun Sep 08, 2019 9:30 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 69731
Re: FTEQW default dir
Regarding FTEQW compiling, I built a cygwin64 setup ready for compiling FTE out of the box on Windows. Anyone willing to compile FTE on windows just grab it, unzip it with 7zip and go to the cygwin64 main folder and double click on Cygwin.bat. It will create the home folder with OS user name. That's...
- Wed Sep 04, 2019 11:23 pm
- Forum: Modeling
- Topic: Does FTEQW supports Kingpin .mdx format ?
- Replies: 3
- Views: 6835
Re: Does FTEQW supports Kingpin .mdx format ?
Yes. Download latest build. No idea if it works btw
- Wed Aug 28, 2019 7:49 am
- Forum: QuakeC Programming
- Topic: multi_manager in Quake
- Replies: 7
- Views: 19248
Re: multi_manager in Quake
I don't know what a multimanager is but, probably I can answer to your question #2 or how to make quake engines do register any unknown fields? On FTE you can use in qc registercvar command. It allows you to create cvars on the fly.Then you can bind cvar just created to a variable and use it during ...
- Fri Aug 23, 2019 1:50 pm
- Forum: Project Showcase
- Topic: [FTEQW][WIP]FTE Ragdoll
- Replies: 6
- Views: 7772
Re: [FTEQW][WIP]FTE Ragdoll
Thanks a lot Spike, v5524 fixed completely the "view inclination" bug and now engine doesn't even need
cl_threadedphysics and cl_loopbackprotocol cvars to be set to make it work! Great!
Thanks for all the efforts you put in FTE
cl_threadedphysics and cl_loopbackprotocol cvars to be set to make it work! Great!
Thanks for all the efforts you put in FTE
- Wed Aug 21, 2019 7:43 pm
- Forum: Project Showcase
- Topic: [FTEQW][WIP]FTE Ragdoll
- Replies: 6
- Views: 7772
Re: [FTEQW][WIP]FTE Ragdoll
Thanks JasonX, have you tried It? I'd really like to hear community comments about It.
Unfortunately ODE remains a lot buggy..
Unfortunately ODE remains a lot buggy..
- Sat Aug 17, 2019 11:04 am
- Forum: Project Showcase
- Topic: [FTEQW][WIP]FTE Ragdoll
- Replies: 6
- Views: 7772
Re: [FTEQW][WIP]FTE Ragdoll
thanks Spike to have come to my rescue The code you posted makes fte crashes even on v5515. if skel_build is not set like skel_build(e.skeletonindex, e, e.modelindex,0,0,0,1); https://i.postimg.cc/tZk2RCnd/fte-ode-crash.png are you sure the code is correct? Why skel_create and skel_ragupdate are in ...
- Fri Aug 16, 2019 12:27 pm
- Forum: Project Showcase
- Topic: [FTEQW][WIP]FTE Ragdoll
- Replies: 6
- Views: 7772
Re: [FTEQW][WIP]FTE Ragdoll
Ragdolls in FTE - How to Introduction In thies brief post, I put all I know and learned (mostly by trial and error processes, and also with a great help by Spike)about using ODE physics engine in FTEQW game engine to produce ragdoll animations. I consider myself a self-taught developer, so, since m...
- Thu Aug 15, 2019 4:11 pm
- Forum: Project Showcase
- Topic: [FTEQW][WIP]FTE Ragdoll
- Replies: 6
- Views: 7772
[FTEQW][WIP]FTE Ragdoll
Hy guys, just a simple project I had on my virtual shelf for too long. I just had 2 days of free time and I uploaded it on GitHub , MIT license for code, CC0 for assets (mainly junk). With this setup you could now test ragdolls in FTEQW and take a look at assets source and source code to use it in y...
- Sat Aug 10, 2019 4:56 pm
- Forum: Project Showcase
- Topic: [FTEQW][REL] Shoot Your Goo
- Replies: 7
- Views: 16898
Re: [FTEQW][REL] Shoot Your Goo
Sooo cute! I loved how the ball squishes and streches during shoot, very fun game!
Thanks a lot as always to have shared the code, and compliments to leonovsky too!
Thanks a lot as always to have shared the code, and compliments to leonovsky too!
- Sun Jul 21, 2019 9:43 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 69731
Re: FTEQW default dir
No, man, use cigwin64 to compile fte (Just shove in there all the dev libraries you can using the lib installer like gcc, maketools,g++,etc)then edit the makefile to comment the opus lib, the Speex lib and It *should * work
- Sat Jul 20, 2019 12:36 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 69731
Re: FTEQW default dir
It seems Spike updated yesterday skyroom stuff. Commit [r5492] Make sure skyrooms show only the entities inside the skyroom (disabling non-static entities if their pvs is not reliable). Make sure q2's skyaxis/skyrotate stuff actually works properly on skyboxes. Add a cvar to spin skyrooms too (separ...
- Fri Jul 05, 2019 11:21 am
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 57459
Re: Revelation Test
Do you know if Doom 3 has parallel shadow maps support?
- Wed Jul 03, 2019 7:31 am
- Forum: OpenGL Programming
- Topic: Are stencil shadows still usable in FTE?
- Replies: 4
- Views: 7645
Re: Are stencil shadows still usable in FTE?
ah, I see, thanks Spike. I was trying to revive it to use parallel shadows because, as I pm'd you, unfortunately parallel lights shadowmapping keeps crashing randomly on FTE. Do you think there could be a workaround to use parallel lights (via ORTHOLIGHT) and avoid crashing?
Thanks
Thanks