Search found 1215 matches

by Sajt
Sun Apr 24, 2011 4:49 pm
Forum: General Discussion
Topic: QuakeDev.com downtime and request for archival
Replies: 90
Views: 60598

Even if other people have already backed everything up, in early May I'll back up quakery stuff (qwiki) and qexpo stuff, if I can remember the passwords... I don't know if icculus does mysql, but if so qwiki can return there.
by Sajt
Sun Mar 13, 2011 9:59 pm
Forum: General Discussion
Topic: Just a little curiosity...
Replies: 10
Views: 6494

Did you know that one of the Quake zombie sounds is made by a cat in Men in Black.

Also have heard those teleport sounds everywhere.

And the ogre is from the same source as Duke3D pigcops.

The gib sounds are probably 80% voice, maybe just Trent Reznor making weird noises into a mic?
by Sajt
Sat Mar 12, 2011 4:16 pm
Forum: Mapping
Topic: Fog
Replies: 1
Views: 1514

You should go for a slight brownish tint to the grey, instead of bluish!
by Sajt
Thu Mar 10, 2011 3:08 am
Forum: Modeling
Topic: 3ds Max -> MD3 with textures?
Replies: 5
Views: 2655

Urrr, but it does support multiple meshes in a model. Which might just be a different way of saying what you wanted.
by Sajt
Mon Mar 07, 2011 4:22 pm
Forum: Engine Programming
Topic: Ghost linker errors
Replies: 7
Views: 1501

It sounds like whatever project file you're using is out of date. The u8_* functions are defined in utf8lib.c. If you're using MSVC6, that project file probably isn't kept up to date very zealously. And what do you mean when you say "starting fresh again"? You mean with a clean svn checkout?
by Sajt
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...
by Sajt
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 ...
by Sajt
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...
by Sajt
Sun Feb 27, 2011 2:32 am
Forum: QuakeC Programming
Topic: Blue head in FitzQuake
Replies: 7
Views: 1379

Actually it seems to me like a good feature to point out invalid skin index.

Anyway, you should set self.skin=0 only when the monster is gibbed. Otherwise set self.skin=1 as in Nahuel's code, so dead guards always have the pain skin.
by Sajt
Sat Feb 26, 2011 11:51 pm
Forum: QuakeC Programming
Topic: Blue head in FitzQuake
Replies: 7
Views: 1379

Just a guess.. do you have painskins in your mod? When gibbed I think a monster entity actually turns into the head instead of spawning a new entity for it. Maybe .skin is still set to 1, and maybe FitzQuake shows blue for invalid skins.
by Sajt
Thu Feb 24, 2011 2:38 am
Forum: General Programming
Topic: Crazy pointer arithmetic issues
Replies: 13
Views: 10741

The fields in the TGA file are packed tightly, not padded for data alignment (like C structs are). You'll have to load it byte by byte.
by Sajt
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.
by Sajt
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 ...
by Sajt
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

Indeed! I forgot about palette shifts.
by Sajt
Sat Feb 12, 2011 12:48 am
Forum: Modeling
Topic: "Kick" model pack. - download
Replies: 14
Views: 8526