Search found 217 matches

by jitspoe
Thu Mar 05, 2015 1:12 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6068455

Re: What are you working on?

The sunlight in arghrad bothered me. It was set up so everything that had line of sight to the sky was uniformly lit with an "ambient" value. This ended up causing things to look very bland and incorrect. Reflected light would make areas that should have been darker actually lighter. http:...
by jitspoe
Thu Mar 05, 2015 12:38 am
Forum: Engine Programming
Topic: Quake2 filesytem bug
Replies: 2
Views: 1409

Re: Quake2 filesytem bug

There are already checks for that (assuming this is in vanilla q2): if (strstr(dir, "..") || strstr(dir, "/") || strstr(dir, "\\") || strstr(dir, ":")) { Com_Printf("Gamedir should be a single filename, not a path.\n"); return; } I guess I must have ...
by jitspoe
Thu Mar 05, 2015 12:21 am
Forum: General Discussion
Topic: Unity 5 and Unreal Engine 4 are now free of charge!
Replies: 21
Views: 8970

Re: Unity 5 and Unreal Engine 4 are now free of charge!

It's crazy how the competition has driven engine prices down to nothing!

On a sad note, this means fewer people will be looking at GPL'd idTech engines.
by jitspoe
Thu Mar 05, 2015 12:18 am
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 48753

Re: Funny C Rules (And Low-Level Languages in general)

I wonder if it's a rule that /* */ comments are treated as whitespace, or if that behavior could vary from compiler to compiler. Obvious approach is, "Don't do that!" :)
by jitspoe
Wed Mar 04, 2015 7:46 am
Forum: Mapping
Topic: Dark spots/edges near sky when using sky lighting in Quake2
Replies: 20
Views: 10948

Re: Dark spots/edges near sky when using sky lighting in Qua

I noticed a similar issue (horizontal line on a wall) in my test map. Not sure what causes it. Maybe it's at the max edge when the lighting util is forced to chop the geometry? Maybe adding another brush caused qbsp to break the geometry up differently? There are certainly some weird little nuances ...
by jitspoe
Wed Mar 04, 2015 5:02 am
Forum: Mapping
Topic: Texture alignment with origin brushes and func_door_rotate
Replies: 6
Views: 5510

Re: Texture alignment with origin brushes and func_door_rota

Well, when I was in the process of converting DeWan's modifications to the GPL codebase, I noticed this bit of code in TexinfoForBrushTexture(): /* Originally: shift[0] = DotProduct (origin, vecs[0]); shift[1] = DotProduct (origin, vecs[1]); */ if (!bt->scale[0]) bt->scale[0] = 1; if (!bt->scale[1])...
by jitspoe
Tue Mar 03, 2015 4:44 am
Forum: Mapping
Topic: Getting Surface Flags in qrad3?
Replies: 2
Views: 3279

Re: Getting Surface Flags in qrad3?

Ah-HAH! I see it.

Code: Select all

		if (node->children[i] < 0)
		{
			t->children[i] = (dleafs[-node->children[i] - 1].contents & CONTENTS_SOLID) | (1<<31);
		}
		else
		{
			t->children[i] = tnode_p - tnodes;
			MakeTnode (node->children[i]);
		}
Thanks a bunch!
by jitspoe
Tue Mar 03, 2015 3:49 am
Forum: Artificial Intelligence
Topic: CroTeam automates puzzle solving in Talos Principle
Replies: 1
Views: 3598

Re: CroTeam automates puzzle solving in Talos Principle

Cool. I've often wondered if it would be possible to have bots playtest a more traditional shooter map (not with waypoints, but by actually learning/discovering). I hope that one day I'll get some bot AI up to the point where this concept can be tested...
by jitspoe
Tue Mar 03, 2015 3:44 am
Forum: Mapping
Topic: Dark spots/edges near sky when using sky lighting in Quake2
Replies: 20
Views: 10948

Re: Dark spots/edges near sky when using sky lighting in Qua

This is what I'm referring to: If I put a sky (or I guess any light emitting surface) flat along the top of a map, I get this (note the dark edges): http://jitspoe.com/images/devel/surflight_blackedge.jpg It's possible to work around this by building the sky up vertically (building walls of sky) and...
by jitspoe
Tue Mar 03, 2015 3:33 am
Forum: Mapping
Topic: Getting Surface Flags in qrad3?
Replies: 2
Views: 3279

Getting Surface Flags in qrad3?

So I'm basically rewriting the sun light feature in qrad3, and I need to do a trace that will return true if it hits sky. I'm running into a bit of an issue, though. For some reason, I can't seem to get to the brushes with the trace. Original trace: int TestLine_r (int node, vec3_t set_start, vec3_t...
by jitspoe
Sun Mar 01, 2015 11:10 pm
Forum: Mapping
Topic: Dark spots/edges near sky when using sky lighting in Quake2
Replies: 20
Views: 10948

Re: Dark spots/edges near sky when using sky lighting in Qua

I'll try to play around with this soon. I would have thought the problem would come from the DotProduct check, as the black edge would be where the dot product is at/near zero. I wonder if adding a small fraction to the DotProduct result would help with this (but might cause light to bleed into area...
by jitspoe
Sun Mar 01, 2015 11:04 pm
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 48753

Re: Funny C Rules (And Low-Level Languages in general)

I guess the parameter order thing is all a matter of perspective. I always thought it made sense reading left to right, like with VectorCopy(A, B); I'm starting with A, and copying it to B. Consts and better parameter names (like VectorCopy(in, out)) can help with this confusion. It wasn't until I r...
by jitspoe
Sun Mar 01, 2015 10:56 pm
Forum: Mapping
Topic: Q2 QBSP3 That Properly Handles Small Brushes?
Replies: 13
Views: 9952

Re: Q2 QBSP3 That Properly Handles Small Brushes?

After some Internet sleuthing, I finally got in touch with Geoffrey DeWan, and this was his response: Man, I didn't even know that still existed. I am not sure exactly what I can release it as. The copy of the source code I originally grabbed from id software was released without any license at all ...
by jitspoe
Sun Mar 01, 2015 2:48 am
Forum: Mapping
Topic: Dark spots/edges near sky when using sky lighting in Quake2
Replies: 20
Views: 10948

Re: Dark spots/edges near sky when using sky lighting in Qua

Hmm, changing that would effectively change the falloff of light in general to be less accurate, wouldn't it?
by jitspoe
Sun Mar 01, 2015 2:38 am
Forum: Engine Programming
Topic: Funny C Rules (And Low-Level Languages in general)
Replies: 74
Views: 48753

Re: Funny C Rules (And Low-Level Languages in general)

I generally return true on success for most functions, unless they can return more than 2 values. The compare functions return 0 for "true" or "equal" because they can return both positive and negative values, which matters when used for sorting. To reduce confusion, I've made my...