Search found 132 matches
- Wed Jul 09, 2014 9:14 pm
- Forum: Engine Programming
- Topic: -march=i686 causing lightmap corruption?
- Replies: 10
- Views: 2503
Re: -march=i686 causing lightmap corruption?
I tried "-march=pentium4" and that worked. Do I need either option anyways if I want to just build some binary for everyone to use? Should I have separate 32 and 64 binaries? It's all way over my head, I just want to release a proper build some day. If you want your binary to work for eve...
- Wed Jul 09, 2014 5:21 pm
- Forum: Engine Programming
- Topic: -march=i686 causing lightmap corruption?
- Replies: 10
- Views: 2503
Re: -march=i686 causing lightmap corruption?
Sent a small patch to your private email address. I experimented with the cpu flags and -ffast-math: -march=pentium (i586) is ok, but anything higher than that (-march=pentiumpro, i686, pentium2. pentium3) in combination with -ffast-math reveals the glitch you see. Seems like some floating point ina...
- Wed Jul 09, 2014 3:50 pm
- Forum: Engine Programming
- Topic: -march=i686 causing lightmap corruption?
- Replies: 10
- Views: 2503
Re: -march=i686 causing lightmap corruption?
It definitely implies that there is a bug somewhere, be that a bug in C code or a bad use of a compiler flag. I tried building it, the makefile was broken, fixed it. (can send to you if you want.) Then realized that there is a codeblocks thing, sigh.. (Why do I need codeblocks when there can be a si...
- Tue Jul 08, 2014 6:24 pm
- Forum: Engine Programming
- Topic: -march=i686 causing lightmap corruption?
- Replies: 10
- Views: 2503
- Thu May 29, 2014 7:43 pm
- Forum: General Discussion
- Topic: MHDoom finished
- Replies: 93
- Views: 18053
Re: MHDoom finished
You are playing with open code, why are you not publishing the source along with it?
- Sun Apr 27, 2014 1:15 pm
- Forum: Engine Programming
- Topic: "save pak0.pak" vulnerability
- Replies: 18
- Views: 6303
Re: "save pak0.pak" vulnerability
Well, no longer an issue with quakespasm which will give you a nice and valid pak0.pak.sav now.mh wrote:stuffcmd save pak0.pak
- Sat Apr 26, 2014 7:52 am
- Forum: Engine Programming
- Topic: "save pak0.pak" vulnerability
- Replies: 18
- Views: 6303
Re: "save pak0.pak" vulnerability
Fixed in the quakespasm svn repository as of rev. 902:
http://sourceforge.net/p/quakespasm/code/902/
http://sourceforge.net/p/quakespasm/code/902/
- Sat Apr 26, 2014 7:17 am
- Forum: Engine Programming
- Topic: "save pak0.pak" vulnerability
- Replies: 18
- Views: 6303
Re: "save pak0.pak" vulnerability
Testing a patch to fix this. save ..\..\..\..\..\..\msdos.sys save ..\..\..\..\..\..\ntldr save ..\..\..\..\..\..\boot.ini echo "HA I FUCED UR SYSTEM BICH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" Yeah this hole is fucking dangerous Fortunately Windows 7 has VirtualStore these days... Read the...
- Mon Feb 17, 2014 9:07 pm
- Forum: Engine Programming
- Topic: Quake source prefixes
- Replies: 4
- Views: 1418
Re: Quake source prefixes
cl_ -> client
r_ -> refresh (display)
d_ -> driver (display)
r_ -> refresh (display)
d_ -> driver (display)
- Mon Nov 25, 2013 6:42 am
- Forum: General Discussion
- Topic: mikmod 32 and 64 bit builds for mingw
- Replies: 17
- Views: 5632
Re: mikmod 32 and 64 bit builds for mingw
Hmm new mikmod makes use of OpenAL / SDL do mod files actually support surround ? or are there other reasons. They are just for sound output and those two are pretty much platform independent, that's why. You can configure libmikmod to include whatever driver at compile time and use only drv_nos an...
- Sun Nov 24, 2013 6:52 pm
- Forum: General Discussion
- Topic: mikmod 32 and 64 bit builds for mingw
- Replies: 17
- Views: 5632
Re: mikmod 32 and 64 bit builds for mingw
sorry for bumping that, but is there a quake engine which can use mod/xm files for music playback? It would be cool to use my oooold protracker mods as background music. Quakespasm has recently added support for tracker music, although you need to compile the code from the svn repository. reckless:...
- Thu May 09, 2013 5:37 am
- Forum: Programming Tutorials
- Topic: Tutorial: Killing z-fighting in a stock Quake engine
- Replies: 34
- Views: 35154
Re: Tutorial: Killing z-fighting in a stock Quake engine
Why are you hardcoding the thing in the engine while you have the ability of loading an external ent file?
- Thu Apr 18, 2013 8:23 pm
- Forum: Engine Programming
- Topic: Quakespasm 0.85.1 vs. 0.85.8
- Replies: 9
- Views: 4256
Re: Quakespasm 0.85.1 vs. 0.85.8
[...] A Quakespasm thought: Don't fear the MH dynamic light speed-up fix ---- all it is doing is uploading all the lightmaps before the rendering phase before where it submits drawing requests (instead of drawing some -- uploading a changed lightmap --- drawing some more --- uploading another chang...
- Thu Apr 18, 2013 6:31 am
- Forum: Engine Programming
- Topic: Quakespasm 0.85.1 vs. 0.85.8
- Replies: 9
- Views: 4256
Re: Quakespasm 0.85.1 vs. 0.85.8
Just want to say, this is so entirely cleaned-up in source code. I don't mean "looks nice". I mean, function prototypes where they should go. All the network files have been made "right". Almost every proper cleanup angle you could think of (gcc warnings, no externs except for t...
- Mon Apr 15, 2013 6:32 am
- Forum: General Discussion
- Topic: Engoo
- Replies: 222
- Views: 56337
Re: Engoo
I tried to steal Quakespasm's hor+ fov scaling stuff and I wounded up with a view of a gnome . You had better look at uhexen2 in order to adapt that to to your software renderer which is a little tricky. The changes are in screen.c, render.h, r_main.c, r_misc.c. It took me five commits to make it w...