Search found 929 matches
- Fri Apr 29, 2016 2:59 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6131205
- 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:
But the best way is to normalize the value upon model loading.
Code: Select all
fv->flags = ALIAS_ONSEAM * (pstverts->onseam != 0);
- 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...
- 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...
- 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...
- 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.
Reducing the viewsize also helps to investigate such things while avoiding crashes.
- 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?
Hi-res kernel-dithered texture filtering, with 3-step hi-res kernel-dithered lightmap filtering.
https://pbs.twimg.com/media/CXByDhLWwAE9MK2.png:orig
https://pbs.twimg.com/media/CXByEVaWMAAwpQc.png:orig
https://pbs.twimg.com/media/CXByEgmWAAAqNwe.png:orig
https://pbs.twimg.com/media/CXByDhLWwAE9MK2.png:orig
https://pbs.twimg.com/media/CXByEVaWMAAwpQc.png:orig
https://pbs.twimg.com/media/CXByEgmWAAAqNwe.png:orig
- 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?
No, the spiral on top is a rotating func_train BSP entity.frag.machine wrote:I suppose what we are seeing here is a seamless blending of alias (.mdl) and map (.bsp) based entitites, right ?
When I figure out how to implement .scalev for BSP models, it will be possible to create more interesting effects.
- 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/...
- 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.
Anyway, I've put that work aside and went back to other parts of the engine for now.
- 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...
- 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...
- 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...
- 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
- 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?
Fantastic visuals, Irritant.
As for me, a couple blog posts:
http://mankrip.tumblr.com/post/13251397 ... ocol-plans
http://mankrip.tumblr.com/post/13247194 ... henanigans
As for me, a couple blog posts:
http://mankrip.tumblr.com/post/13251397 ... ocol-plans
http://mankrip.tumblr.com/post/13247194 ... henanigans