Search found 578 matches

by Chip
Thu Apr 26, 2012 11:12 am
Forum: Engine Programming
Topic: External Texture Load Speed
Replies: 22
Views: 3516

Re: External Texture Load Speed

What does this slow down? Game loading time or frame rendering (FPS)?
by Chip
Wed Apr 25, 2012 2:21 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121675

Re: What are you working on?

No blog post yet, but I've been doing some (very small) progress on my map. You can see dirtmode rendering, OBJ files (the tower, the Portal box, and 2 barrels) and a basic building http://www.quakewiki.net/wp-content/uploads/2012/04/qr000000.jpg A closer look of the building: http://www.quakewiki.n...
by Chip
Fri Apr 06, 2012 7:22 am
Forum: QuakeC Programming
Topic: 6 round burst fire
Replies: 15
Views: 5939

Re: 6 round burst fire

ooppee wrote:Got it to fire 6 shots at once - but it's firing all 6 at once like a shotgun - instead of actually firing in a burst.
Try to add a time think after count = count - 1; Don't know the exact syntax, but that's the solution.
by Chip
Fri Apr 06, 2012 7:20 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121675

Re: What are you working on?

Well, you need either fog, or bloom.
by Chip
Mon Apr 02, 2012 11:51 am
Forum: Mapping
Topic: Light colour
Replies: 21
Views: 5694

Re: Light colour

what kind of q3map2 compiling settings do you use? I don't think Ajay's using q3map2. Did you see his screenshots? What compiler are you using, Ajay? I did coloured light with hmap2 and with Bengt's light tool. I used both 'color' and '_color', both worked just fine. The parameters should be _color...
by Chip
Mon Apr 02, 2012 6:38 am
Forum: Quake Events
Topic: QExpo11 is over...
Replies: 24
Views: 24186

Re: QExpo11 is over...

mankrip wrote:The site seems to be dead. Did anyone backup it?
It's still here, http://quakewiki.net/expo2011/, but there seems to be a temporary problem with the CDN server. It will be fixed soon.

UPDATE: Yep, it's fixed.
by Chip
Sat Mar 24, 2012 12:14 pm
Forum: Mapping
Topic: problems in darkened room
Replies: 7
Views: 2994

Re: problems in darkened room

goldenboy wrote:obvious hint; don't let rooms share walls unless necessary.
By that you mean...

I have a an empty box separated by a wall. This means 2 rooms. No doors, no windows between rooms. Is this incorrect? Should there be 2 walls between the rooms?
by Chip
Fri Mar 23, 2012 7:05 am
Forum: Mapping
Topic: problems in darkened room
Replies: 7
Views: 2994

Re: problems in darkened room

I have the same problem with walls being perfectly aligned to grid.

It's either floating point precision, or try to overlap your brushes.
by Chip
Sat Mar 17, 2012 10:05 am
Forum: General Discussion
Topic: I had some time to kill...
Replies: 11
Views: 3504

Re: I had some time to kill...

Yeah, the Quake 1 Modding version was missing. I saw so many of these on Facebook lately.

True, indeed.
by Chip
Sat Mar 10, 2012 8:01 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6121675

Re: What are you working on?

CocoT wrote:Chip : I love the reflection of the sky in those windows! :) Is that for a mod you're working on?
It's actually for a full game, based on Darkplaces. I aim for a beta test map and release a demo version. You know, couple of weapons, some monsters, some level design.
by Chip
Tue Mar 06, 2012 1:16 pm
Forum: Programming Tutorials
Topic: Dynamic lights on moving brush models
Replies: 33
Views: 27811

Re: Dynamic lights on moving brush models

No this is making original Quake's existing feature work right. In MH's first post he provides an example. Ah,ok, thanks. Sorry for my unmotivated enthusiasm! :) Anyway, is it so difficult to "link" dinamyc lights (at least in DP) with models in map?So for example, use a func_train with a...
by Chip
Sat Mar 03, 2012 3:44 pm
Forum: Mapping
Topic: True Rotation DP/TXQBSP
Replies: 30
Views: 8915

Re: True Rotation DP/TXQBSP

1. Stopping because it's blocked

^ What about generating particles (sparks) at the brush rotation origin when it's blocked? Like a jammed device. Also a screach sound could be applied/generated.

:)

Ontopic now, one of the options should be selected.
by Chip
Thu Mar 01, 2012 5:09 am
Forum: Mapping
Topic: BSP Quake Editor - source code?
Replies: 99
Views: 31334

Re: BSP Quake Editor - source code?

goldenboy wrote:What source is your new stuff based on? The Paintball one? ViciouZ' one? Or version 96d by Sort?
Allow me to answer that, it's ViciouZ' one. It's the same one you already have.
by Chip
Wed Feb 29, 2012 6:38 pm
Forum: Mapping
Topic: BSP Quake Editor - source code?
Replies: 99
Views: 31334

Re: BSP Quake Editor - source code?

reckless wrote:ok first working version finished :) do you have somewhere i can mail it to you ? or is it ok to make public.

Sent you a PM. Not going public yet. This should be golden_boy's decision. I'm only using it for my personal project.
by Chip
Tue Feb 28, 2012 5:42 am
Forum: Mapping
Topic: BSP Quake Editor - source code?
Replies: 99
Views: 31334

Re: BSP Quake Editor - source code?

I know about these errors. The class templates need to be renamed as T1, T2. That's what I did in my source to get rid of the errors. Also, documentation says that you cannot declare a class with name T (for example) inside another class with the same name (T). That file, util.h has some ugly code i...