Search found 929 matches

by mankrip
Tue Jan 26, 2016 3:27 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 117077

Re: qbismSuper8 builds

Alright, I've added this fix to Retroquad too:

Code: Select all

fv->flags = ALIAS_ONSEAM * (pstverts->onseam != 0);
But the best way is to normalize the value upon model loading.
by mankrip
Sun Jan 10, 2016 9:06 pm
Forum: Programming Tutorials
Topic: Proper lit water on TyrUtils' light.exe
Replies: 3
Views: 5901

Re: Proper lit water on TyrUtils' light.exe

Surfaces must be lit from both sides because lighting will stop at the surface? On the contrary; they won't. As Spike described, by default a light under the water will brighten any nearby walls all the way without stopping, so the water surface must properly indicate that there's light crossing it...
by mankrip
Sat Jan 09, 2016 5:44 pm
Forum: Programming Tutorials
Topic: Proper lit water on TyrUtils' light.exe
Replies: 3
Views: 5901

Proper lit water on TyrUtils' light.exe

Simple copypaste. Liquid surfaces must be lit not only from the front, but also from the back. This code includes a hack to force liquid surfaces' lightmaps to always be saved, otherwise fully dark liquids would remain fullbright. static int backwater; // mankrip static void LightFace_Entity(const e...
by mankrip
Sun Jan 03, 2016 12:12 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 117077

Re: qbismSuper8 builds

Looks like Joequake hacks all the beams, not just bolt2.mdl. And why not? Hacking all beams will break the grappling hook from one of the official mission packs. A clean way to implement this is to create a new SVC message using angles and a length instead of an end position. Such angles would be c...
by mankrip
Wed Dec 30, 2015 12:35 pm
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 117077

Re: qbismSuper8 builds

Try "r_drawentities 0;r_drawviewmodel 0". If the bug vanishes, disable each entity type individually until you find the cause.

Reducing the viewsize also helps to investigate such things while avoiding crashes.
by mankrip
Thu Dec 24, 2015 11:43 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6131205

Re: What are you working on?

by mankrip
Thu Dec 10, 2015 3:20 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6131205

Re: What are you working on?

frag.machine wrote:I suppose what we are seeing here is a seamless blending of alias (.mdl) and map (.bsp) based entitites, right ?
No, the spiral on top is a rotating func_train BSP entity.

When I figure out how to implement .scalev for BSP models, it will be possible to create more interesting effects.
by mankrip
Wed Dec 09, 2015 12:14 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6131205

Re: What are you working on?

I'm going to focus Retroquad solely on developing a commercial game, so some priorities have changed. This is the molten texture mapping effect. It can be fully tweaked and also works well with translucent lit water to create waterfalls. Demo 1: https://youtu.be/scXSIvsIfZE Demo 2: https://youtu.be/...
by mankrip
Wed Dec 09, 2015 11:59 am
Forum: Engine Programming
Topic: Retroquad protocol preview
Replies: 7
Views: 2349

Re: Retroquad protocol preview

Thanks for the replies.

Anyway, I've put that work aside and went back to other parts of the engine for now.
by mankrip
Wed Nov 25, 2015 11:03 am
Forum: Engine Programming
Topic: Retroquad protocol preview
Replies: 7
Views: 2349

Re: Retroquad protocol preview

The .alpha support in Makaqu 1.3 was pretty straightforward. When developing Makaqu 1.4, the code got incredibly more complex, much more than I had anticipated. If I had posted the preliminary .alpha code from the 1.4 version, the reaction would have been the same. A pointless, stupid work. But I ha...
by mankrip
Tue Nov 24, 2015 11:09 pm
Forum: Engine Programming
Topic: Retroquad protocol preview
Replies: 7
Views: 2349

Re: Retroquad protocol preview

:D Thanks for taking a look. The datatypes are bounded when written to the message (see minmaxclamp). There's no reason to clamp them before, specially because I don't want to tamper with the internal state of the QC code. 16-bit angles/coords are implemented, I just didn't see a reason to include i...
by mankrip
Tue Nov 24, 2015 12:35 pm
Forum: Engine Programming
Topic: Retroquad protocol preview
Replies: 7
Views: 2349

Retroquad protocol preview

This is a preview of the protocol code I'm developing for Retroquad. It's the server side only, and the specifications aren't final, so I didn't bother to track and organize all details. For an overview of the features being developed here, read the latest posts at my Tumblr blog. This code is bigge...
by mankrip
Sun Nov 22, 2015 8:08 pm
Forum: General Discussion
Topic: Popular mods back in the day?
Replies: 14
Views: 13691

Re: Popular mods back in the day?

The Ascension of Vigil
by mankrip
Wed Nov 04, 2015 5:43 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6131205

Re: What are you working on?