Search found 2918 matches
- Mon Apr 16, 2018 2:10 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126432
Re: What are you working on?
Its described it as 'idTech3' because they use q3 toolchains, q3 shaders, etc, but with skeletal models instead of md3. That's the justification for that, anyway, and describes the visuals better than claiming it to be a paletted game. The Wastes still uses FTE somewhere under all the menuqc+csqc. A...
- Fri Apr 13, 2018 11:23 am
- Forum: Engine Programming
- Topic: Windows / Unix path replacement code
- Replies: 2
- Views: 4653
Re: Windows / Unix path replacement code
using blackslashes as a path seperator is stupid. there are two reasons to do it: 1) you're passing them to some dos commandline program that uses forward slashes to mean options. 2) you're using one of the windows shell functions. the first is inherently non-portable, so should be incredibly rare. ...
- Mon Apr 09, 2018 9:44 am
- Forum: QuakeC Programming
- Topic: origin brush and qc
- Replies: 3
- Views: 6025
Re: origin brush and qc
ewicw's tools should support origin brushes. you'll still need a wad that provides an otherwise-useless texture in order to place them in your editor though. make sure your origin brush is axially aligned etc, just in case. you can then set avelocity and a nice big nextthink, and the brush entity sh...
- Sat Apr 07, 2018 8:01 pm
- Forum: Engine Programming
- Topic: [FTE]Directional dynamic light implementation
- Replies: 16
- Views: 13600
Re: [FTE]Directional dynamic light implementation
LSHADER_ORTHO was me having a go at ortho lights, but I never actually got it working properly. Matrix4x4_CM_OrthographicD3D is NOT what you want. gl uses matricies that span from -1 to 1 for depth values. d3d uses 0 to 1. mixing them badly will result in some screwed shadow maps. I don't remember i...
- Wed Apr 04, 2018 11:22 pm
- Forum: Engine Programming
- Topic: Is really bemode used in FTE?!?
- Replies: 7
- Views: 6143
Re: Is really bemode used in FTE?!?
materialname { materialproperties { subpassproperties_1stpass } { subpassproperties_2ndpass } } the 'program' property is weird in that the original version of it was placed at the material level (and merged all subpasses, with the extras being merely there for textures). the new version favours th...
- Sun Apr 01, 2018 12:09 am
- Forum: Engine Programming
- Topic: Is really bemode used in FTE?!?
- Replies: 7
- Views: 6143
Re: Is really bemode used in FTE?!?
MyShader { //used for forward-rendered rtlights. additively blends according to the surface, drawn per-light. bemode rtlight { { //woo, one glsl to rule them all program terrain#RTLIGHT blendfunc add //FIXME: these maps are a legacy thing, and could be removed if third-party glsl properly contains ...
- Tue Mar 20, 2018 1:18 am
- Forum: CSQC Programming
- Topic: [FTE]Frametime, time or cltime in only-csqc game?
- Replies: 2
- Views: 4432
Re: [FTE]Frametime, time or cltime in only-csqc game?
time: current simulation/interpolated time of the server. drifts with lag changes, stops when paused, etc. may snap back and forth for parsing network messages, which is fun. may be backdated for more precise nextthink timing. just generally unreliable even in vanilla ssqc, and few people even reali...
- Mon Mar 12, 2018 10:11 am
- Forum: Engine Programming
- Topic: [SOLVED][FTE]Is #CLIENTONLY define really works?
- Replies: 11
- Views: 20335
Re: [SOLVED][FTE]Is #CLIENTONLY define really works?
in terms of rendering, the basic idea is that FTE is 'just' trisoup. the client generates batches of trisoup meshes. each batch has a single shader and a few other common properties. the backend logic of each renderer then takes those batches, walks through the shader passes, and draws the meshes ac...
- Mon Mar 12, 2018 1:32 am
- Forum: Engine Programming
- Topic: [SOLVED][FTE]Is #CLIENTONLY define really works?
- Replies: 11
- Views: 20335
Re: [SOLVED][FTE]Is #CLIENTONLY define really works?
if you're trying to strip out lots of stuff, you might want to use wastes/TW as a base. cp common/config_wastes.h common/config_myconfig.h && make m-rel FTE_CONFIG=myconfig causes it to read a custom config header based upon eukara's wastes config with a number of config options that strip o...
- Tue Mar 06, 2018 6:32 pm
- Forum: CSQC Programming
- Topic: findkeysforcommand questions
- Replies: 2
- Views: 4813
Re: findkeysforcommand questions
forum ate my post by forgetting that I was signed in.
https://sourceforge.net/p/fteqw/code/HE ... em_bind.qc
figure out what got eaten yourself.
https://sourceforge.net/p/fteqw/code/HE ... em_bind.qc
figure out what got eaten yourself.
- Mon Feb 19, 2018 3:03 am
- Forum: Engine Programming
- Topic: [FTE]Saving custom cfg error
- Replies: 6
- Views: 5904
Re: [FTE]Saving custom cfg error
make sure the directory it says actually exists. FTE internally uses forward slashes everywhere, because they work everywhere (there's a few microsoft-specific exceptions to that, but they don't apply to standard C). the backslashes can arise from using microsoft functions to query working directori...
- Sun Jan 28, 2018 2:05 am
- Forum: CSQC Programming
- Topic: problems with a very simple function :)
- Replies: 5
- Views: 5540
Re: problems with a very simple function :)
dude, use |= for SendFlags, NOT +=. If you're ignoring the flags argument in your SendEntity function, then you might use =1; or possibly =-1; instead of |=1; but still not +=1; insisting on using += is just a wtf that shows that you didn't understand anything of what I wrote. in case it wasn't clea...
- Sat Jan 27, 2018 3:59 pm
- Forum: CSQC Programming
- Topic: problems with a very simple function :)
- Replies: 5
- Views: 5540
Re: problems with a very simple function :)
it means that entity 4 got mis-read. There's 7 bytes of data in the message, but the csqc read only 1 of those (which had the value 0). and that this entity 4's classname is 'indicator' on the server. Or more specifically, it means that your CSQC_Ent_Update function is fucked and doesn't deal with e...
- Sat Jan 27, 2018 6:24 am
- Forum: CSQC Programming
- Topic: problems with a very simple function :)
- Replies: 5
- Views: 5540
Re: problems with a very simple function :)
firstly: (note that this isn't your immediate problem, but will be important later) you're not using SendFlags properly. The field provides a set of flags that the engine uses to track what parts of the entity need to be resent. If you want to resend everything, then you can just set it to -1 (integ...
- Fri Jan 26, 2018 2:15 pm
- Forum: Engine Programming
- Topic: Modding Quake 2 movement
- Replies: 7
- Views: 14194
Re: Modding Quake 2 movement
I blame quake2's 10fps nature for making so many things unworkable even in singleplayer. The annoying part is that its really annoying to 'fix', with all sorts of compatibility issues (for a start, it needs new gamecode, which makes it an impossible feature for me). right now I'm wondering what issu...