Search found 133 matches

by andrewj
Mon Oct 11, 2010 1:24 am
Forum: QuakeC Programming
Topic: Breakable boxes like in HL1
Replies: 11
Views: 1972

Make a model of a crate for the explode_box, and you're half way there.

Change its QuakeC to spawn splinters and stop the chain-reaction explosions and you're done.
by andrewj
Sat Oct 09, 2010 11:47 am
Forum: Engine Programming
Topic: Keeping up morale?
Replies: 19
Views: 2872

One thing I find funny: you might have a goal that is absolutely the one thing that you've gotta have. And then you do it. And 3 days later ... it is now something else ... Hehehe, exactly the same here. Sometimes you need to stop for a moment, look in the rear vision mirror and give yourself a big...
by andrewj
Wed Oct 06, 2010 10:10 am
Forum: Mapping
Topic: Generating Mip Maps
Replies: 7
Views: 2690

It could be the error diffusion, which works well when the original image is in the quake palette (or very close to it), but not so well when the image uses colors far away from the ones in the palette.

See if TexMex can disable that too.
by andrewj
Wed Oct 06, 2010 9:58 am
Forum: QuakeC Programming
Topic: Random Functions that People Might Find Useful!!!
Replies: 7
Views: 1530

Error, your rand() function should use floor() instead of rint(), otherwise the results are not uniform.

Example of results of your code generating numbers 1 to 8:

1: 64341
2: 129276
3: 128774
4: 129092
5: 129327
6: 128659
7: 129035
8: 64320
by andrewj
Tue Oct 05, 2010 1:41 am
Forum: Mapping
Topic: Generating Mip Maps
Replies: 7
Views: 2690

Post the worst texture here (the original, PNG format) and I'll try it here.
by andrewj
Tue Oct 05, 2010 1:34 am
Forum: OpenGL Programming
Topic: OpenGL Mistakes - GL_RGB
Replies: 12
Views: 7198

Even worse to waste precious cycles converting from an unaligned format to an aligned one, isn't it? Why do you assume a conversion? I don't know anything about how 3D hardware works under the hood, but it seems possible that RGB data could be used directly from texture memory, or the conversion co...
by andrewj
Mon Oct 04, 2010 11:13 am
Forum: OpenGL Programming
Topic: OpenGL Mistakes - GL_RGB
Replies: 12
Views: 7198

It seems unlikely to me that 3D cards are going to waste precious texture memory on color channels which are not needed.

Do you have any benchmarks which show that using GL_RGB is actually slower than using GL_RGBA?
by andrewj
Fri Oct 01, 2010 1:49 pm
Forum: Engine Programming
Topic: Point Crosshair at Wall, get texture name?
Replies: 15
Views: 3440

I found Spike's way was the easiest, modifying RecursiveLightPoint() to store the texture name of the face in a global variable.

Though this method does not handle sky or liquid textures, and would need extra code to handle brush models.
by andrewj
Thu Sep 30, 2010 1:32 pm
Forum: Engine Programming
Topic: Engine X 4.62 Beta
Replies: 45
Views: 10592

Surely though software Quake already has cases (MDLs and sprites for example) where drawn objects are split off from the BSP and done separately? I'm not seeing how these surfaces would be much different, especially given that they can't be part of the world to begin with (as qbsp won't handle adjo...
by andrewj
Tue Sep 28, 2010 9:18 am
Forum: Engine Programming
Topic: Inner Mysteries of Quake: key_dest, console
Replies: 10
Views: 1826

I believe clearing them server side is the wrong thing to do, if "hub system" type of transit to previous levels instantly ever gets used (it will) then you should maintain walking and such if you were walking before. I'd say it's the client's responsibility to re-check and re-assert stuf...
by andrewj
Fri Sep 17, 2010 8:40 am
Forum: Programming Tutorials
Topic: "Big Maps" FitzQuakeprotocol: [90/10 Non-Tutorial]
Replies: 21
Views: 10579

I got kind of anti-motivated about about actually engine coding [felt like it was pointless to attack my infinite to-do list] Yeah I've been there. I suggest reserving your to-do list for stuff which you really will do, and move everything else into a "wishlist". The great thing about a w...
by andrewj
Fri Sep 10, 2010 3:54 am
Forum: Engine Programming
Topic: Idea - Throttling the Server
Replies: 17
Views: 3946

I think you could do the same thing with simpler code by using a variable which marks the point in time when to run the physics. For example: if (sv_hosttime >= sv_physicstime) { double step = 1.0 / sv_serverthrottle; double time = sv_hosttime - sv_physicstime + step; SV_Physics(time); sv_physicstim...
by andrewj
Wed Sep 01, 2010 11:56 am
Forum: General Discussion
Topic: Use the math, Luke
Replies: 4
Views: 1398

aspect is a ratio, width / height.

So it's something to multiply or divide by, and hence subtracting from 1 would not make any sense.