Search found 402 matches
- Thu Jan 24, 2013 1:24 am
- Forum: General Discussion
- Topic: QuakeForge 0.7.2 released.
- Replies: 20
- Views: 6974
Re: QuakeForge 0.7.2 released.
That sounds like a strong argument in favor of writing an installer/front-end.
- Thu Jan 24, 2013 12:53 am
- Forum: General Discussion
- Topic: QuakeForge 0.7.2 released.
- Replies: 20
- Views: 6974
Re: QuakeForge 0.7.2 released.
reckless: heh, that stackoverflow is exactly the one I found, but thank you for your examples. They'll save me some head scratching :) One thing though: wouldn't vpath %.rc @top_builddir@res //resource file for the icon *.rc resdir = @top_builddir@res // where its placed in the source be better as r...
- Wed Jan 23, 2013 1:42 pm
- Forum: General Discussion
- Topic: QuakeForge 0.7.2 released.
- Replies: 20
- Views: 6974
Re: QuakeForge 0.7.2 released.
write a good README (but will anybody read it? I guess you will) That is the first thing anyone will look at when downloading this zip file, this engine should cater for new people as well. I've encountered too many people that just will not read the docs, that's all. So I added the following to th...
- Wed Jan 23, 2013 11:49 am
- Forum: General Discussion
- Topic: QuakeForge 0.7.2 released.
- Replies: 20
- Views: 6974
Re: QuakeForge 0.7.2 released.
Sock: thanks for the feedback. For 0.7.2 I took care of the actual show-stopper bugs (and threw in 64-bit building as it's just a couple of scripts and a bunch of warnings fixes). Also, releases are usually several months apart, thus I do separate threads. However, yeah, I should have just appended ...
- Wed Jan 23, 2013 4:00 am
- Forum: General Discussion
- Topic: QuakeForge 0.7.2 released.
- Replies: 20
- Views: 6974
QuakeForge 0.7.2 released.
QuakeForge 0.7.2 has been released . 0.7.1 turned out to be a bit of a train wreck. I apologize for the inconvenience. 0.7.2 is primarily a bug-fix release, but there are two rather significant new features: Highlights: 64-bit windows target now supported (though untested). QF no longer mangles othe...
- Tue Jan 22, 2013 5:21 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6125510
Re: What are you working on?
Hah, sounds like fun! That certainly should spice things up a little.
- Tue Jan 22, 2013 4:41 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6125510
Re: What are you working on?
Dr. Shadowborg: looks interesting.
If the Icon of Hate is (equivalent to) Invulnerability, something suggesting infinity might work. One suggestion: a sphere (infinite sides, not that that's realistically achievable).
If the Icon of Hate is (equivalent to) Invulnerability, something suggesting infinity might work. One suggestion: a sphere (infinite sides, not that that's realistically achievable).
- Mon Jan 21, 2013 2:43 am
- Forum: General Discussion
- Topic: QuakeForge 0.7.1a released.
- Replies: 4
- Views: 2469
Re: QuakeForge 0.7.1a released.
Sadly, 0.7.1 is turning out to be a bit of a train-wreck (particularly for windows).
That said, I'm working on it, so I'll either to a b or even go to 0.7.2 fairly soon.
That said, I'm working on it, so I'll either to a b or even go to 0.7.2 fairly soon.
- Mon Jan 21, 2013 1:25 am
- Forum: General Discussion
- Topic: QuakeForge 0.7.1a released.
- Replies: 4
- Views: 2469
Re: QuakeForge 0.7.1a released.
By default, yeah, but if you set r_particles_style to 0, you'll get the traditional particles.
- Sun Jan 20, 2013 1:18 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 65561
Re: Quake MOD - In The Shadows
Sock: good news: I found the cause of that weird opcode error. typedef struct dstatement_s { pr_opcode_e op:16; pr_ushort_t a,b,c; } dstatement_t; This has worked for a very long time in gcc, and still does in Linux. Unfortunately (for me), in some recent version of gcc, gcc changed its structure la...
- Sun Jan 20, 2013 11:42 am
- Forum: General Discussion
- Topic: QuakeForge 0.7.1a released.
- Replies: 4
- Views: 2469
QuakeForge 0.7.1a released.
QuakeForge 0.7.1a has been released . There was a 0.7.1, but before I got to do the announcement, I found a critical bug and thus rolled out 0.7.1a. Highlights: qfcc now supports optimization with -O. Dynamic IMTs allowing more customization of the key binding system. Fixes for allowing QF to work w...
- Sun Jan 20, 2013 1:53 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6125510
Re: What are you working on?
Render to another texture where color represents surface type?
- Sun Jan 20, 2013 12:16 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 65561
Re: Quake MOD - In The Shadows
Sock: hmm, ouch? * taniwha falls over with various pointed sticks jutting from his body. ok. One thing: there was no need to unzip menu.dat.gz: QF does that for you :) (it even knows to look for foo.bar.gz when asked for foo.bar). The problem was that the QF directory itself wasn't in your quake-roo...
- Sat Jan 19, 2013 6:59 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 65561
Re: Quake MOD - In The Shadows
Ok, I've got 0.7.1a up (a brown-paper-bag release).
Sock: could you take a look at the downloads page and let me know if that's any better?
Sock: could you take a look at the downloads page and let me know if that's any better?
- Sat Jan 19, 2013 2:42 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 65561
Re: Quake MOD - In The Shadows
Sock: thanks for the fantastic feedback! :) I have to do another release soon anyway, so I'll look into making things clearer at the same time. I've already got some ideas for improvements. Spike: hmm. Well, it turns out there's a "fork" (yay github) of MXE that does multi-target (includin...