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reckless



Joined: 24 Jan 2008
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PostPosted: Thu Jun 17, 2010 8:09 pm    Post subject: new COM system Reply with quote

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reckless



Joined: 24 Jan 2008
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Location: inside tha debugger

PostPosted: Thu Jun 17, 2010 8:11 pm    Post subject: Reply with quote

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Spike



Joined: 05 Nov 2004
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PostPosted: Thu Jun 17, 2010 9:51 pm    Post subject: Reply with quote

also looses all indentation.
you probably ought to split the FS code out of that file anyway, tbh.
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Downsider



Joined: 16 Sep 2008
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PostPosted: Thu Jun 17, 2010 11:50 pm    Post subject: Reply with quote

use http://paste2.org/ or pastebin
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reckless



Joined: 24 Jan 2008
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PostPosted: Fri Jun 18, 2010 3:14 am    Post subject: Reply with quote

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reckless



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PostPosted: Fri Jun 18, 2010 3:29 am    Post subject: Reply with quote

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Baker



Joined: 14 Mar 2006
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PostPosted: Fri Jun 18, 2010 3:34 am    Post subject: Reply with quote

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 Very Happy But I digress ...)

If this is for compressed pk3, unzOpen hasn't been defined anywhere above ...
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reckless



Joined: 24 Jan 2008
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Location: inside tha debugger

PostPosted: Fri Jun 18, 2010 6:19 am    Post subject: Reply with quote

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Spike



Joined: 05 Nov 2004
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PostPosted: Fri Jun 18, 2010 9:42 am    Post subject: Reply with quote

sorry to criticise, but 285mb of bss is worthy criticism, imho.
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reckless



Joined: 24 Jan 2008
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PostPosted: Fri Jun 18, 2010 9:06 pm    Post subject: Reply with quote

critizism is ok.

can an admin delete this post untill i have a version ready for clean source ? cause i cant.
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reckless



Joined: 24 Jan 2008
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PostPosted: Mon Jul 12, 2010 10:22 am    Post subject: Reply with quote

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.
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Tue Jul 13, 2010 8:50 am    Post subject: Reply with quote

ftp://90.184.233.166:21/Realm_2010_4_02.7z
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