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new COM system
Posted: Thu Jun 17, 2010 8:09 pm
by revelator
deleted
Posted: Thu Jun 17, 2010 8:11 pm
by revelator
deleted
Posted: Thu Jun 17, 2010 9:51 pm
by Spike
also looses all indentation.
you probably ought to split the FS code out of that file anyway, tbh.
Posted: Thu Jun 17, 2010 11:50 pm
by Downsider
Posted: Fri Jun 18, 2010 3:14 am
by revelator
deleted
Posted: Fri Jun 18, 2010 3:29 am
by revelator
deleted
Posted: Fri Jun 18, 2010 3:34 am
by Baker
Is this a tutorial for pk3 or compressed pk3?
Or something else?
(Yes technically it isn't a tutorial because nothing is being explained, but well ... it effectively works as a tutorial for me

But I digress ...)
If this is for compressed pk3, unzOpen hasn't been defined anywhere above ...
Posted: Fri Jun 18, 2010 6:19 am
by revelator
deleted
Posted: Fri Jun 18, 2010 9:42 am
by Spike
sorry to criticise, but 285mb of bss is worthy criticism, imho.
Posted: Fri Jun 18, 2010 9:06 pm
by revelator
critizism is ok.
can an admin delete this post untill i have a version ready for clean source ? cause i cant.
Posted: Mon Jul 12, 2010 10:22 am
by revelator
for those who want to try hacking it in themselfes ill link my current source soon.
things to consider.
i replaced the hunk system with plain malloc calls so in some places you might have to look twice.
demos can not yet be run from pk3 need to rewrite that part.
might pilfer the code for other interresting bits like the
bumpmapping code. its quite ingenious and has little to no effect
on speed, the downside is that its unsupported on alias models
atm, because of the way it works by calculating the angles
from the player position instead of from the lightsource.
Posted: Tue Jul 13, 2010 8:50 am
by revelator