Hopefullyobsidian wrote:So does this mean you will soon post a new record time for Quake Done Quick, one in which your computer does all the work?
Search found 1091 matches
- Mon Jan 07, 2013 5:00 am
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
- Sun Jan 06, 2013 10:07 pm
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
For future reference, you should type all that into the video description, so people watching your video don't have to watch 8 minutes of you typing with 1 minute of actual demo. :offended: Sorry, that is pretty derpy... Interesting concept, though I think you also need to keep in mind that real pl...
- Sat Jan 05, 2013 10:37 pm
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
Forgot to post this here. Comes with an overview of what I'm doing at the beginning - note you should watch it in 720p for more legible text. I'd like to actually turn this thing into something that can be included with Radiant and produce a demo map showing how to use it, but the amount of engineer...
- Thu Dec 27, 2012 2:29 pm
- Forum: Programming Discussion
- Topic: Creating 6DoF player movement
- Replies: 24
- Views: 24208
Re: Creating 6DoF player movement
It looks to me like what is going on in the Forsaken video is the same movement as the spectator in Q3, only with a slight rotation when you start to strafe. I would search through the code to see how the spectator's view is being handled. As you note, you can access YAW PITCH and ROLL so you should...
- Wed Dec 19, 2012 10:09 am
- Forum: Programming Discussion
- Topic: Quake3 - vec4_t - colors
- Replies: 9
- Views: 7041
Re: Quake3 - vec4_t - colors
Is that on the issue list somewhere?obsidian wrote:There is a bug in GtkRadiant where the colour values aren't properly being converted by the colour picker, so choosing a 50% value would result in a normalized value of 0.49609... or 0.50196... because of some dodgy math and failing to increment.
- Wed Nov 28, 2012 1:17 am
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
- Tue Nov 27, 2012 11:36 pm
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
Yessir^misantropia^ wrote:inolen, how's the project coming along? I confess to being a teensy weensy intrigued.
Kaz, is https://github.com/freemancw/Q3Plan your project? I'm guessing yes.
edit: don't judge potentially crap code
- Tue Nov 27, 2012 6:20 am
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
Ahh, yes, the engine uses the entity number as part of the int32 sort key for the draw surfaces. You could fiddle with removing some bits used by the shader number (SHADERNUM_BITS is 14) and adding them to ENTITYNUM_BITS (which is 10). 16384 shaders sounds rather generous. Thx for the suggestion......
- Mon Nov 26, 2012 8:15 pm
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
The localents are stored in one big pre-alloced linked list, the max is defined at the top of cg_localents.c - pretty easy to up it seems. I don't think there is a restriction on their resulting refents. I upped the localent limit to 4096, but then I hit the overall entity limit and get an error me...
- Mon Nov 26, 2012 12:55 am
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
Actually here's a better shot of what's happening - unfortunately I hit the entity limit almost immediately :(. Is there any easy way of upping the max entities, or is that going to be the pain in the ass I think it is? Edit: I think I just just add polygons directly to the scene instead of creating...
- Sun Nov 25, 2012 10:15 pm
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
Eraser: doesn't Steam have similar functionality to IndieCity? why not use that? I want to be able to approximate the time it takes a player to move between pairs of locations in a level. That way, you can report timings for pairs of items, or even display the "time reachable set" for a gi...
- Fri Nov 23, 2012 8:51 am
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
Working on putting some different motion planning algorithms into Q3 - here Sarge randomly hops around...
inolen: Should do D3 in browser next!
[lvlshot]http://cs.unc.edu/~freeman/junk/naiveplanning.jpg[/lvlshot]
inolen: Should do D3 in browser next!
[lvlshot]http://cs.unc.edu/~freeman/junk/naiveplanning.jpg[/lvlshot]
- Thu Nov 08, 2012 1:18 am
- Forum: ID Tech
- Topic: Optimising
- Replies: 14
- Views: 6052
Re: Optimising
Most of this is not really useful from a LD perspective, but may be worthwhile if you want to know what's going on...
http://www.kbs.twi.tudelft.nl/docs/MSc/ ... thesis.pdf
http://www.kbs.twi.tudelft.nl/docs/MSc/ ... thesis.pdf
- Mon Nov 05, 2012 3:08 pm
- Forum: ID Tech
- Topic: GtkRadiant 1.6.3 Released
- Replies: 17
- Views: 17435
Re: GtkRadiant 1.6.3 Released
- Sun Oct 28, 2012 6:38 pm
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 54083
Re: Media of what you're doing
:up: Seems like it'd be a huge undertaking to port all of that to JS, but neat nonetheless! Wish I had time to do stuff like that >:( I spent last weekend playing around with Bullet and Awesomium - something inherently great about having jQuery UI in an OpenGL app. Here are some flying Utah teapots....
- Sun Oct 28, 2012 8:39 am
- Forum: ID Tech
- Topic: Area Portals and Hint Brushes?
- Replies: 22
- Views: 16135
Re: Area Portals and Hint Brushes?
As we talked about on IRC the rendering geometry definitely isn't getting chopped by split planes. However, intermediate geometry is actually chopped up during compilation, which seems like a point of confusion (for me at least). Hint planes are split planes with a higher priority for selection. Tha...
- Mon Oct 22, 2012 5:57 pm
- Forum: ID Tech
- Topic: Area Portals and Hint Brushes?
- Replies: 22
- Views: 16135
Re: Area Portals and Hint Brushes?
Okay I see... didn't read the question correctly. Hint planes should be chopping geometry in half, they're just regular split planes with higher priority (AFAICT).AEon wrote:Yes, that is what I thought.
- Sat Oct 20, 2012 8:02 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3644039
Re: Screenshots
I agree about the fluting on the plasma thing. Something more uniform like straight with rounded corners would make more sense/look better. Or maybe multiple windows into the blue plasma, each straight with rounded corners, but the outer ones having a shorter length (if that makes sense).
- Sat Oct 20, 2012 5:10 pm
- Forum: ID Tech
- Topic: Area Portals and Hint Brushes?
- Replies: 22
- Views: 16135
Re: Area Portals and Hint Brushes?
I always thought that hint brush planes actually cut up structural geometry when they are extended into e.g. walls. But after some though that does not seem to happen, only the "empty" space in the map gets cut up, right? I probably knew about this, only forgot, and was adding hint brushe...
- Wed Oct 17, 2012 7:37 pm
- Forum: ID Tech
- Topic: Area Portals and Hint Brushes?
- Replies: 22
- Views: 16135
Re: Area Portals and Hint Brushes?
I wonder how consistent local hint is - I would guess there are some weird cases where the local hint gets selected as the split plane higher up in the tree than the containing room?
- Tue Sep 25, 2012 3:19 am
- Forum: ID Tech
- Topic: getting started - few simple questions
- Replies: 79
- Views: 29738
Re: getting started - few simple questions
Doors don't have collision against level geometry on them so you don't actually have to make slots for them 
- Mon Sep 10, 2012 7:49 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3644039
Re: Screenshots
I think it'd help alot if you can do something to make it less dark / more contrast / more colorful lighting. Lava pit + blue teleporter lighting is good --> expand on that?
- Tue Sep 04, 2012 9:15 pm
- Forum: ID Tech
- Topic: j3st3r's New Layout
- Replies: 68
- Views: 32249
Re: new layout
+1 for egypt
- Wed Aug 15, 2012 5:21 am
- Forum: ID Tech
- Topic: [BETA] 13yard "The Lost Yard"
- Replies: 26
- Views: 24576
- Mon Aug 13, 2012 8:26 pm
- Forum: ID Tech
- Topic: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5
- Replies: 30
- Views: 39312
Re: Importing a Quake 4 .map file into GtkRadiant 1.4 or 1.5
@MuffinMan: Euclidean distance is just standard straight-line distance