Search found 578 matches
- Thu Apr 26, 2012 11:12 am
- Forum: Engine Programming
- Topic: External Texture Load Speed
- Replies: 22
- Views: 3516
Re: External Texture Load Speed
What does this slow down? Game loading time or frame rendering (FPS)?
- Wed Apr 25, 2012 2:21 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130327
Re: What are you working on?
No blog post yet, but I've been doing some (very small) progress on my map. You can see dirtmode rendering, OBJ files (the tower, the Portal box, and 2 barrels) and a basic building http://www.quakewiki.net/wp-content/uploads/2012/04/qr000000.jpg A closer look of the building: http://www.quakewiki.n...
- Fri Apr 06, 2012 7:22 am
- Forum: QuakeC Programming
- Topic: 6 round burst fire
- Replies: 15
- Views: 5947
Re: 6 round burst fire
Try to add a time think after count = count - 1; Don't know the exact syntax, but that's the solution.ooppee wrote:Got it to fire 6 shots at once - but it's firing all 6 at once like a shotgun - instead of actually firing in a burst.
- Fri Apr 06, 2012 7:20 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130327
Re: What are you working on?
Well, you need either fog, or bloom.
- Mon Apr 02, 2012 11:51 am
- Forum: Mapping
- Topic: Light colour
- Replies: 21
- Views: 5720
Re: Light colour
what kind of q3map2 compiling settings do you use? I don't think Ajay's using q3map2. Did you see his screenshots? What compiler are you using, Ajay? I did coloured light with hmap2 and with Bengt's light tool. I used both 'color' and '_color', both worked just fine. The parameters should be _color...
- Mon Apr 02, 2012 6:38 am
- Forum: Quake Events
- Topic: QExpo11 is over...
- Replies: 24
- Views: 24961
Re: QExpo11 is over...
It's still here, http://quakewiki.net/expo2011/, but there seems to be a temporary problem with the CDN server. It will be fixed soon.mankrip wrote:The site seems to be dead. Did anyone backup it?
UPDATE: Yep, it's fixed.
- Sat Mar 24, 2012 12:14 pm
- Forum: Mapping
- Topic: problems in darkened room
- Replies: 7
- Views: 3012
Re: problems in darkened room
By that you mean...goldenboy wrote:obvious hint; don't let rooms share walls unless necessary.
I have a an empty box separated by a wall. This means 2 rooms. No doors, no windows between rooms. Is this incorrect? Should there be 2 walls between the rooms?
- Fri Mar 23, 2012 7:05 am
- Forum: Mapping
- Topic: problems in darkened room
- Replies: 7
- Views: 3012
Re: problems in darkened room
I have the same problem with walls being perfectly aligned to grid.
It's either floating point precision, or try to overlap your brushes.
It's either floating point precision, or try to overlap your brushes.
- Sat Mar 17, 2012 10:05 am
- Forum: General Discussion
- Topic: I had some time to kill...
- Replies: 11
- Views: 3517
Re: I had some time to kill...
Yeah, the Quake 1 Modding version was missing. I saw so many of these on Facebook lately.
True, indeed.
True, indeed.
- Sat Mar 10, 2012 8:01 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130327
Re: What are you working on?
It's actually for a full game, based on Darkplaces. I aim for a beta test map and release a demo version. You know, couple of weapons, some monsters, some level design.CocoT wrote:Chip : I love the reflection of the sky in those windows! Is that for a mod you're working on?
- Tue Mar 06, 2012 1:16 pm
- Forum: Programming Tutorials
- Topic: Dynamic lights on moving brush models
- Replies: 33
- Views: 28950
Re: Dynamic lights on moving brush models
No this is making original Quake's existing feature work right. In MH's first post he provides an example. Ah,ok, thanks. Sorry for my unmotivated enthusiasm! :) Anyway, is it so difficult to "link" dinamyc lights (at least in DP) with models in map?So for example, use a func_train with a...
- Sat Mar 03, 2012 3:44 pm
- Forum: Mapping
- Topic: True Rotation DP/TXQBSP
- Replies: 30
- Views: 8939
Re: True Rotation DP/TXQBSP
1. Stopping because it's blocked
^ What about generating particles (sparks) at the brush rotation origin when it's blocked? Like a jammed device. Also a screach sound could be applied/generated.
Ontopic now, one of the options should be selected.
^ What about generating particles (sparks) at the brush rotation origin when it's blocked? Like a jammed device. Also a screach sound could be applied/generated.
Ontopic now, one of the options should be selected.
- Thu Mar 01, 2012 5:09 am
- Forum: Mapping
- Topic: BSP Quake Editor - source code?
- Replies: 99
- Views: 31406
Re: BSP Quake Editor - source code?
Allow me to answer that, it's ViciouZ' one. It's the same one you already have.goldenboy wrote:What source is your new stuff based on? The Paintball one? ViciouZ' one? Or version 96d by Sort?
- Wed Feb 29, 2012 6:38 pm
- Forum: Mapping
- Topic: BSP Quake Editor - source code?
- Replies: 99
- Views: 31406
Re: BSP Quake Editor - source code?
reckless wrote:ok first working version finished do you have somewhere i can mail it to you ? or is it ok to make public.
Sent you a PM. Not going public yet. This should be golden_boy's decision. I'm only using it for my personal project.
- Tue Feb 28, 2012 5:42 am
- Forum: Mapping
- Topic: BSP Quake Editor - source code?
- Replies: 99
- Views: 31406
Re: BSP Quake Editor - source code?
I know about these errors. The class templates need to be renamed as T1, T2. That's what I did in my source to get rid of the errors. Also, documentation says that you cannot declare a class with name T (for example) inside another class with the same name (T). That file, util.h has some ugly code i...