Search found 2918 matches
- Sun Dec 16, 2018 1:06 pm
- Forum: Engine Programming
- Topic: FTEQW 5133 - QuakeC bug
- Replies: 2
- Views: 4795
Re: FTEQW 5133 - QuakeC bug
Issues related to invalid cvar names should have been fixed by r5309. r5367 is current (r5133 is dated as 2017-07-31).
- Tue Aug 21, 2018 1:00 pm
- Forum: General Programming
- Topic: Old sources crash when compiled in fully updated win 7
- Replies: 8
- Views: 6385
Re: Old sources crash when compiled in fully updated win 7
glGetString(GL_EXTENSIONS); has been deprecated since gl3 GLint n, i; glGetIntegerv(GL_NUM_EXTENSIONS, &n); for (i = 0; i < n; i++) { printf("%s\n", glGetStringi(GL_EXTENSIONS, i); } that's the new way. each extension is now its own string. there's no substring searching issues that ne...
- Wed Aug 01, 2018 10:50 am
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34271
Re: statue code from doe
'trigger in clipping list' generally means .solid was changed to solid_trigger WITHOUT the requisite setorigin/etc afterwards.
- Sat Jul 14, 2018 1:10 am
- Forum: QuakeC Programming
- Topic: darkplaces, translations and .po files
- Replies: 1
- Views: 4251
Re: darkplaces, translations and .po files
as specified in that comment, its generally easier to do something like: sprint(other, sprintf(_("You got %d shells\n"), self.ammo_shells)); or something. You can then use the xgettext command (this is assuming you have linux or cygwin or something installed somewhere - you'll need to cons...
- Fri Jul 13, 2018 3:13 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34271
Re: statue code from doe
I don't know what the problem would be... unless this is something basic like not prototyping things as needed (order matters, and if the order cannot be satisfied then you can always just prototype with eg: void() monster_pause; <- shove that above the function its referenced in and the actual vers...
- Wed Jun 27, 2018 7:47 pm
- Forum: QuakeC Programming
- Topic: Strange savegame sound bug in DP
- Replies: 2
- Views: 4410
Re: Strange savegame sound bug in DP
Mid-game precaches means that DP both needs and has a saved-game extension thing that _should_ be able to cope with that sort of thing. So I'm kinda surprised you're having issues. That said, not every global is saved, so expect issues if you're using the var keyword on functions/fields, or a couple...
- Tue Jun 05, 2018 8:48 am
- Forum: CSQC Programming
- Topic: existential crisis in csqc
- Replies: 1
- Views: 5725
Re: existential crisis in csqc
if you don't care about splitscreen (which dp doesn't support anyway) then you can just use drawonlytoclient and only that player will receive a copy of the ent. alternatively you can tweak the return value of your .SendEntity function, which does similar but with more control. or you can network th...
- Sun May 27, 2018 1:41 am
- Forum: Engine Programming
- Topic: Screen coordinates of BSP polygon vertexes
- Replies: 3
- Views: 8383
Re: Screen coordinates of BSP polygon vertexes
Can you not just do: vec3_t mid; VectorMA(r_origin, surf->texinfo->vecs[0], (surf->texturemins[0]+surf->extents[0]*0.5-surf->texinfo->vecs[0][3]), mid); VectorMA(mid, surf->texinfo->vecs[1], (surf->texturemins[1]+surf->extents[1]*0.5-surf->texinfo->vecs[1][3]), mid); float t = surf->plane->dist-DotP...
- Wed May 02, 2018 4:51 pm
- Forum: Engine Programming
- Topic: Funny C Rules (And Low-Level Languages in general)
- Replies: 74
- Views: 52632
Re: Funny C Rules (And Low-Level Languages in general)
well, modern cpus have tricks that allow the cpu to do all sorts of things asynchronously, which allows certain things to take less than a clock if its simple enough for the instruction decoding to rearrange things. memory references are far from simple, so try to prevent the compiler from spilling ...
- Wed May 02, 2018 5:14 am
- Forum: Engine Programming
- Topic: Funny C Rules (And Low-Level Languages in general)
- Replies: 74
- Views: 52632
Re: Funny C Rules (And Low-Level Languages in general)
Memory references should be expected to be slower than (fairly fast) register operations. a bitshift will take only one clock, while memory references can easily take many many more. Memory access is FAR from free - especially if it means that other locals can no longer be stored in a register eithe...
- Sun Apr 22, 2018 12:33 am
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 20222
Re: GL matrix story (stupid but true)
no, you want to project the texture, not sample it from screen space. If you'd wanted that then there are easier ways to do it. Ones that do not require you creating a z-fighting minefield. Try re-reading the second block of text in my previous post.
- Sat Apr 21, 2018 3:33 pm
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 20222
Re: GL matrix story (stupid but true)
for a start, you're not even using the ortho matrix in your glsl, at least not in any way that would prevent it from being optimised out. your light is in one place and its projecting onto some meshes. the vertex coords get multiplied by the model matrix which gives you the vertexes world coord. at ...
- Thu Apr 19, 2018 9:53 pm
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 20222
Re: GL matrix story (stupid but true)
toneddu2000, you're actually looking for two projection matricies. the one used to render the shadowmap needs to transform from camera space to clip space. the one used to read the shadowmap needs to transform again from camera space, but this time to the texture coords (with depth). clip space in o...
- Tue Apr 17, 2018 11:27 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6124458
Re: What are you working on?
debugging in fteqcc. double-click a .src file (select fteqccgui to open it with, if you've not already set up your file associations). hit f7 to compile it. hit f5 to start running it (first time it'll likely prompt for engine (pick some version of fte), and then the base directory, it'll guess the ...
- Mon Apr 16, 2018 8:32 pm
- Forum: Engine Programming
- Topic: GL matrix story (stupid but true)
- Replies: 13
- Views: 20222
Re: GL matrix story (stupid but true)
well, (-ymax)-(-ymax) == 0, so yeah, what do you expect? I really hope that was a typo in your post and not your code. :P glFrustum internally does a glMultMatrix, so make sure your prior matrix is sane. Also that you've got GL_MATRIX_MODE set properly. too much state sucks. but yeah, glLoadMatrix i...