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the quake2 stuff

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Mar 11, 2009 7:20 am Post subject: the quake2 stuff |

has anyone fooled around a bit with the extra quake2 bits in the quake source (NOT QUAKE2 SOURCE)? Are they even functional? I never tried myself

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Wed Mar 11, 2009 5:32 pm Post subject: |

I've enabled the support for EF_NODRAW in quakeC

Code:
self.effects = self.effiects | EF_NODRAW

in the engine

Code:
//#ifdef QUAKE2 // don't send if flagged for NODRAW and there are no lighting effects if (ent->v.effects == EF_NODRAW) continue; //#endif

Which is nice cause I can temporarily make an entity invisible without messing with setmodel etc.
But on a serious note, it would be cool to see a list of things that would be half working.

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Thu Mar 12, 2009 9:12 am Post subject: |

the skybox code mostly worked, if i recall correctly. TGA and PCX loading worked too, though I have since found bugs in both (didn't support the "upside-down" flag in TGAs, and failed miserably on non-square PCXs.)

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Thu Mar 12, 2009 10:02 am Post subject: |

Yeah, the PCX code uses an x for one of the dimensions where it should use a y; in the loop if memory serves. Change that and it works fine. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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