Search found 929 matches
- Sun Oct 25, 2015 8:53 pm
- Forum: General Discussion
- Topic: PCem
- Replies: 53
- Views: 62312
Re: PCem
leileilol is just hot tempered. But she's highly intelligent and contributed a lot to the Quake community.
- Fri Oct 16, 2015 2:42 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6116500
Re: What are you working on?
A taste of how simplified the protocol specifics are becoming.
- Tue Oct 13, 2015 11:56 pm
- Forum: Engine Programming
- Topic: Changes to protocol 666
- Replies: 7
- Views: 2491
Re: Changes to protocol 666
Wait, I got what you're saying.
My low-level computing skills are more rusty than I though.
My low-level computing skills are more rusty than I though.
- Tue Oct 13, 2015 11:33 pm
- Forum: Engine Programming
- Topic: Changes to protocol 666
- Replies: 7
- Views: 2491
Re: Changes to protocol 666
Hmm, calculador accuracy has tricked me.
But division by 250 still works perfectly for multiples of 0.1, which is my main point.
But division by 250 still works perfectly for multiples of 0.1, which is my main point.
- Tue Oct 13, 2015 7:53 am
- Forum: Engine Programming
- Topic: Changes to protocol 666
- Replies: 7
- Views: 2491
Changes to protocol 666
I'm implementing its features in my own way, and I've figured out that multiplying the .nextthink delta for 250 instead of 255 gives perfect accuracy for U_LERPFINISH in most cases, because (1/250 == 0.004), while (1/255 = 0.0039215686275). (0.1*250 == 25), which can be fully stored in a byte and lo...
- Fri Oct 09, 2015 11:03 pm
- Forum: Engine Programming
- Topic: Weapon model sway techniques
- Replies: 12
- Views: 3754
Re: Weapon model sway techniques
JasonX: Get the latest version of Engoo. I'm using version 2.77, and in "Options —> View Options" there are options not only for weapon bobbing, but also for weapon following, weapon leaning, weapon drawing and fall bobbing. The "weapon leaning" option is what you're after. The l...
- Wed Oct 07, 2015 1:28 am
- Forum: Engine Programming
- Topic: Weapon model sway techniques
- Replies: 12
- Views: 3754
Re: Weapon model sway techniques
Engoo also has a very flexible implementation, with several options.
- Tue Sep 29, 2015 12:54 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6116500
Re: What are you working on?
I've been doing some more mapping to figure out ways to do some kinds of stuff with the current tech, and to realize which of those needs a different map format/tools to be done in an easier & more intuitive way, as well as finding out things that are currently impossible and really needs to be ...
- Sat Sep 26, 2015 4:22 am
- Forum: General Discussion
- Topic: Can't stay logged in
- Replies: 17
- Views: 8217
Re: Can't stay logged in
It also happens for me, and I'm on Chrome for Android.
- Sat Sep 26, 2015 2:19 am
- Forum: Engine Programming
- Topic: Making DarkPlaces look like software quake
- Replies: 10
- Views: 4910
Re: Making DarkPlaces look like software quake
Oh, Linux.
Too bad. 64 bit Windows can run them fine.
And I remember reading about a software version of QS, but it was probably something else then.
Too bad. 64 bit Windows can run them fine.
And I remember reading about a software version of QS, but it was probably something else then.
- Fri Sep 25, 2015 11:11 pm
- Forum: Engine Programming
- Topic: Making DarkPlaces look like software quake
- Replies: 10
- Views: 4910
Re: Making DarkPlaces look like software quake
The differences between the software and hardware renderers are much deeper than those. For example, gl_texturemode can disable the texture filtering, but it doesn't disable the light filtering, and that alone makes a whole world of difference. Darkplaces will still look much more smoother than WinQ...
- Wed Sep 23, 2015 8:00 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6116500
Re: What are you working on?
Lawbreakers looks incredibly beautiful.
- Mon Sep 21, 2015 6:04 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 116746
Re: qbismSuper8 builds
I'm going to use your source to try to finish big map compatibility, as the sources in Baker's tutorials weren't compatible enough.
- Mon Sep 21, 2015 5:56 am
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 26168
Re: Compatibility Benchmark Mods
That means Quakespasm should also be incompatible with the console command "viewmodel", which can load non-precached models into a "viewthing" entity. I actually used that functionality to implement a player model selection feature in my JoyMenu mod. All the player had to do is t...
- Thu Sep 17, 2015 3:19 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6116500
Re: What are you working on?
The core of the problem is that blending can be done using just indexes, while (dynamic) colored lighting needs raw color values in order to mix dynamic lights of different colors at multiple shading levels at once (with a smooth quality). And then we can have multiple overlays of different transluc...