Search found 2787 matches

by leileilol
Thu Sep 25, 2014 5:54 pm
Forum: Project Showcase
Topic: Reflex kickstarter!
Replies: 23
Views: 19764

Re: Reflex kickstarter!

Both of you seem to have not understood what open-source is about, nor did you understand my argument at all. I know what open source is; I just don't subscribe to the toxic notion of 'software freedom' by telling others they can't have the freedom of not having 'software freedom', because that isn...
by leileilol
Thu Sep 25, 2014 3:43 pm
Forum: Project Showcase
Topic: Reflex kickstarter!
Replies: 23
Views: 19764

Re: Reflex kickstarter!

I mean seriously, how is this significantly different from Nexuiz (the commercial one)? Because something costs money ( oh my god ) and it's an arena game , you can't tell between an indie game that's kickstarting and an indie game that was published under a troubled publisher bleeding money until ...
by leileilol
Thu Sep 25, 2014 12:51 am
Forum: Project Showcase
Topic: Reflex kickstarter!
Replies: 23
Views: 19764

Re: Reflex kickstarter!

Julius wrote:If it was an open-source game (with some commercial services) I would definitly pledge

there is no way around it except open-source community ownership.

Shut up


Good luck Electro!
by leileilol
Sat Sep 20, 2014 1:24 am
Forum: Engine Programming
Topic: 2 Obscure WinQuake fixes
Replies: 21
Views: 5213

Re: 2 Obscure WinQuake fixes

It also happens in pure C. I believe it has to do with drawing one whole pixel covering the screen, and trying to draw the next but it couldn't find a space for it and has an access violation right there. An alternative way to fix this would be better sprite clipping code that's more aware of screen...
by leileilol
Thu Sep 18, 2014 7:40 pm
Forum: General Discussion
Topic: main site infected?
Replies: 64
Views: 18729

Re: main site infected?

Isn't Drupal wormed as hell too?

Personally what I would do is move the news into the forum system and have the front page feed off it, like the OA site, and like func_
by leileilol
Tue Sep 16, 2014 4:05 am
Forum: Engine Programming
Topic: Compiling DOS Quake?
Replies: 19
Views: 11719

Re: Compiling DOS Quake?

Q1source.zip is missing the proper makefile, QIP fixes that with a new one (but unfortunately QIP also uses long file names which breaks compiling it on pure dos (non win9x) systems).
by leileilol
Mon Sep 15, 2014 1:02 am
Forum: Engine Programming
Topic: 2 Obscure WinQuake fixes
Replies: 21
Views: 5213

Re: 2 Obscure WinQuake fixes

I discovered the crash happening in Quake 1.01 (yes this crash goes way back, errormessage spewing something about surfacecache) after trying a mod that spammed bubbles exactly at the view, where swimming backwards would trigger a crash. I kept reproducing this crash, kept debugging and managed to f...
by leileilol
Sun Sep 14, 2014 2:54 am
Forum: General Discussion
Topic: R U B I C O N R U M B L E P A C K
Replies: 23
Views: 12090

Re: R U B I C O N R U M B L E P A C K

I S T H I S N E C C E S S A R Y ?
by leileilol
Sat Sep 13, 2014 10:31 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6088938

Re: What are you working on?

learning this negative brush mapping thing...

Image
by leileilol
Wed Sep 10, 2014 12:13 am
Forum: Project Showcase
Topic: [OLD SHIT ENGINE] Pointless arena shooter
Replies: 65
Views: 45761

Re: [id3][WIP] OpenArena3

no.
by leileilol
Mon Sep 08, 2014 10:44 pm
Forum: Engine Programming
Topic: Dropping the palette: rendering 256-colors directly from tex
Replies: 21
Views: 4475

Re: Dropping the palette: rendering 256-colors directly from

what? all that colorshifting stuff could be done directly at flip
by leileilol
Mon Sep 08, 2014 2:44 pm
Forum: Project Showcase
Topic: [OLD SHIT ENGINE] Pointless arena shooter
Replies: 65
Views: 45761

Re: [id3][WIP] OpenArena3

shotgun modeled and ingame
Image

also made some character proportion tweaks, good call jitspoe
by leileilol
Sun Sep 07, 2014 11:53 pm
Forum: Engine Programming
Topic: Dropping the palette: rendering 256-colors directly from tex
Replies: 21
Views: 4475

Re: Dropping the palette: rendering 256-colors directly from

but what if the engine just store the pallete with the texture and switch palletes during rendering ? Bad idea: You would need a generated loopup table for every unique texture palette each, regardless of pixel depth. But anyway, going this over: - You really really need a 15-bit, 16-bit or 24-bit ...
by leileilol
Sun Sep 07, 2014 2:31 am
Forum: Engine Programming
Topic: Dropping the palette: rendering 256-colors directly from tex
Replies: 21
Views: 4475

Re: Dropping the palette: rendering 256-colors directly from

24-bit in software? Isn't that going to be slow? It'll only be slower for buffer transfer on slower machines and their slow video cards, and the fact there's no Abrash assembly code for 24-bit color (though there is leftover 16bpp assembly code that I'm not sure if it even works since that was impl...
by leileilol
Sat Sep 06, 2014 2:05 pm
Forum: Engine Programming
Topic: Dropping the palette: rendering 256-colors directly from tex
Replies: 21
Views: 4475

Re: Dropping the palette: rendering 256-colors directly from

Considering the upgrades necessary to make the surfacecache suitable for this (DO NOT FORGET THE MIPBLOCK FUNCTIONS which comes before drawspans) you'd better off be just directly loading all textures as 24-bit at this point.


(Which is possible and clever trickery can make it work in 256 colors)