Search found 1215 matches
- Sun Apr 24, 2011 4:49 pm
- Forum: General Discussion
- Topic: QuakeDev.com downtime and request for archival
- Replies: 90
- Views: 60598
- Sun Mar 13, 2011 9:59 pm
- Forum: General Discussion
- Topic: Just a little curiosity...
- Replies: 10
- Views: 6494
- Thu Mar 10, 2011 3:08 am
- Forum: Modeling
- Topic: 3ds Max -> MD3 with textures?
- Replies: 5
- Views: 2655
- Mon Mar 07, 2011 4:22 pm
- Forum: Engine Programming
- Topic: Ghost linker errors
- Replies: 7
- Views: 1501
- Mon Mar 07, 2011 4:21 am
- Forum: News & Announcements
- Topic: RockPaperShotgun Quake Article
- Replies: 14
- Views: 15175
I was 17 when Quake came out, so............................. when I was 8 I was playing Vette, driving around virtual San Fran rather than racing. DUDE! I used to play ColorVette all the time in the years before we got a pc! I love bashing into the paperthin motorcycles when going really fast, and...
- Thu Mar 03, 2011 12:28 am
- Forum: Engine Programming
- Topic: Quake Video Code Rant
- Replies: 33
- Views: 6706
Argh. I was 90% finished implementing lightgrid into hmap2 and darkplaces a few years ago, but never finished it. (They were stored in an external file.) It all worked except I didn't quite figure out the best algorithm for calculating the light position of a cell, especially if it straddles a wall ...
- Tue Mar 01, 2011 2:02 am
- Forum: General Programming
- Topic: Crazy pointer arithmetic issues
- Replies: 13
- Views: 10741
If you're going for crossplatform stability you probably shouldn't do that. I think some processors don't allow access of unaligned memory at all... (they crash). Someone else might be able to tell you more about this. The safest thing is not to do that pragma thing, but to load the header byte by b...
- Sun Feb 27, 2011 2:32 am
- Forum: QuakeC Programming
- Topic: Blue head in FitzQuake
- Replies: 7
- Views: 1379
- Sat Feb 26, 2011 11:51 pm
- Forum: QuakeC Programming
- Topic: Blue head in FitzQuake
- Replies: 7
- Views: 1379
- Thu Feb 24, 2011 2:38 am
- Forum: General Programming
- Topic: Crazy pointer arithmetic issues
- Replies: 13
- Views: 10741
- Sat Feb 19, 2011 5:07 pm
- Forum: QuakeC Programming
- Topic: fade out screen, sprites, models, .lmps
- Replies: 21
- Views: 3879
1. What engine are you using? 2. Are you saving alpha channel properly? The best solution by the way isn't to create new sprite frames, it's to use the .alpha QuakeC field, which works on both sprites and models, but doesn't exist in the vanilla Quake engines, only in modified engines like DarkPlaces.
- Thu Feb 17, 2011 3:30 am
- Forum: QuakeC Programming
- Topic: Flashlights in darkplaces
- Replies: 2
- Views: 1471
Re: Flashlights in darkplaces
The "blinking" (including when shooting) is probably your own shadow is getting in the way. It sort of looks like your code is supposed to handle that, but what you posted obviously isn't the exact code you're using because it won't even compile. makevectors (self.owner.v_angle) traceline ...
- Mon Feb 14, 2011 8:50 pm
- Forum: General Discussion
- Topic: what's the best tool for making sprites in quake?
- Replies: 27
- Views: 4395
- Sat Feb 12, 2011 12:48 am
- Forum: Modeling
- Topic: "Kick" model pack. - download
- Replies: 14
- Views: 8526