Search found 2918 matches

by Spike
Mon Apr 16, 2018 2:10 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6006232

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...
by Spike
Fri Apr 13, 2018 11:23 am
Forum: Engine Programming
Topic: Windows / Unix path replacement code
Replies: 2
Views: 3707

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. ...
by Spike
Mon Apr 09, 2018 9:44 am
Forum: QuakeC Programming
Topic: origin brush and qc
Replies: 3
Views: 4865

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...
by Spike
Sat Apr 07, 2018 8:01 pm
Forum: Engine Programming
Topic: [FTE]Directional dynamic light implementation
Replies: 16
Views: 11397

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...
by Spike
Wed Apr 04, 2018 11:22 pm
Forum: Engine Programming
Topic: Is really bemode used in FTE?!?
Replies: 7
Views: 4990

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...
by Spike
Sun Apr 01, 2018 12:09 am
Forum: Engine Programming
Topic: Is really bemode used in FTE?!?
Replies: 7
Views: 4990

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 ...
by Spike
Tue Mar 20, 2018 1:18 am
Forum: CSQC Programming
Topic: [FTE]Frametime, time or cltime in only-csqc game?
Replies: 2
Views: 3435

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...
by Spike
Mon Mar 12, 2018 10:11 am
Forum: Engine Programming
Topic: [SOLVED][FTE]Is #CLIENTONLY define really works?
Replies: 11
Views: 18265

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...
by Spike
Mon Mar 12, 2018 1:32 am
Forum: Engine Programming
Topic: [SOLVED][FTE]Is #CLIENTONLY define really works?
Replies: 11
Views: 18265

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...
by Spike
Tue Mar 06, 2018 6:32 pm
Forum: CSQC Programming
Topic: findkeysforcommand questions
Replies: 2
Views: 3723

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.
by Spike
Mon Feb 19, 2018 3:03 am
Forum: Engine Programming
Topic: [FTE]Saving custom cfg error
Replies: 6
Views: 4742

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...
by Spike
Sun Jan 28, 2018 2:05 am
Forum: CSQC Programming
Topic: problems with a very simple function :)
Replies: 5
Views: 4414

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...
by Spike
Sat Jan 27, 2018 3:59 pm
Forum: CSQC Programming
Topic: problems with a very simple function :)
Replies: 5
Views: 4414

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...
by Spike
Sat Jan 27, 2018 6:24 am
Forum: CSQC Programming
Topic: problems with a very simple function :)
Replies: 5
Views: 4414

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...
by Spike
Fri Jan 26, 2018 2:15 pm
Forum: Engine Programming
Topic: Modding Quake 2 movement
Replies: 7
Views: 12635

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...