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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sat Apr 10, 2010 10:36 pm Post subject: |

gl_ztrick should be defaulted to 0, gl_clear to 1 and gl_finish to 1 for best behaviour on a modern card. You won't 17 gazillion frames per second but it will run right. However, I bet that the cause of this problem is that the weapon models are falling foul of R_CullBox. Comment out the call to R_CullBox in R_DrawAliasModel and see if it fixes it. If so, have a thought about a way to do it correctly (such as adding a nocull flag to the entity_t struct or something similar).
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Charlieguitar Joined: 29 Mar 2010 Posts: 20 |

Posted: Sun Apr 11, 2010 12:45 am Post subject: |

thats awesome. another fix done. thanks also doing the old quakesrc skybox tutorial, i seem to be having a problem >.\gl_warp.c(912) : error C2065: 'inumverts' : undeclared identifier The version of r_drawskychain in the tutorial looks like this
void R_DrawSkyChain (msurface_t *s)
{
msurface_t *fa;
int i;
vec3_t verts[MAX_CLIP_VERTS];
glpoly_t *p;
if (r_skybox.value) // if the skybox value is one, draw the skybox
{
c_sky = 0;
GL_Bind(solidskytexture);
// calculate vertex values for sky box
for (fa=s ; fa ; fa=fa->texturechain)
{
for (p=fa->polys ; p ; p=p->next)
{
for (i=0 ; inumverts ; i++)
{
VectorSubtract (p->verts[i], r_origin, verts[i]);
}
ClipSkyPolygon (p->numverts, verts[0], 0);
}
}
}
else // otherwise, draw the normal quake sky
{
GL_DisableMultitexture();
// used when gl_texsort is on
GL_Bind(solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127 ;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127 ;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
glDisable (GL_BLEND);
}
}
Im guessing inumverts just needs to be declared somewhere, i've tried it as an int but the engine crashes on level load so im guessing it needs to be something else?

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Charlieguitar Joined: 29 Mar 2010 Posts: 20 |

Posted: Sun Apr 11, 2010 1:12 am Post subject: |

ignore last post, i figured out that it was a typo and should have been for (i=0 ; i<p->numverts ; i++) ;D

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Charlieguitar Joined: 29 Mar 2010 Posts: 20 |

Posted: Sun Apr 11, 2010 1:59 am Post subject: |

One thing i'd really love to get going though is the .lit tutorial http://www.quake-1.com/docs/quakesrc.org/95.html I followed the instructions to a T but im guessing about 91 errors about syntax and undeclared definitions and such. has anyone else had success with this tutorial? Am i just doing something very silly?

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

Posted: Sun Apr 11, 2010 10:02 am Post subject: |

theres a couple of typos in the old tuts. there a good pointer but the safest bet is download qip quake (has all those old tutorials implemented with comments) then do a compare if anything on the qsg tutorials look's wrong it most likely is it does take a bit of work but in the end it will work.
and i agree with mh on the culling problem. especially if you implemented phoenix interpolation tutorial it sometimes goes screwy (most notably on alias models).
there has been quite a lot of fixes through the years listing them all would be a full time job

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

Posted: Sun Apr 11, 2010 10:06 am Post subject: |

link to qip quake http://www.inside3d.com/qip/home.shtml

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Charlieguitar Joined: 29 Mar 2010 Posts: 20 |

Posted: Sun Apr 11, 2010 5:33 pm Post subject: |

thanks for the info Ive gotten further than last time, but it seems theres some kind of syntax error or typo even in the qip code? Specificly the r_drawaliasmodel function. The one from the tutorial and the one from the qip source both give me syntax errors for some reason.

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Charlieguitar Joined: 29 Mar 2010 Posts: 20 |

Posted: Sun Apr 11, 2010 5:42 pm Post subject: |

getting these errors in both the r_buildlightmap and r_drawaliasmodel functions from QIP and the code from the tutorial gl_rsurf.c(185) : error C2232: '->value' : left operand has 'struct' type, use '.' this is line 185 if (r_fullbright->value || !cl.worldmodel->lightdata)

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Apr 11, 2010 6:02 pm Post subject: |

-> for pointers and . for non-pointers. Use . _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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Charlieguitar Joined: 29 Mar 2010 Posts: 20 |

Posted: Sun Apr 11, 2010 6:06 pm Post subject: |

my bad thanks, that sorted it

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

Posted: Sun Apr 11, 2010 11:45 pm Post subject: |

i guess older msvc was a bit more lenient than newer versions about pointer errors (shame on you ms) non the less the qip source is quite good as a starting point for looking up improvements made to quake. and good to see progress

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Tomaz Joined: 05 Nov 2004 Posts: 49 |

Posted: Mon Apr 12, 2010 6:15 am Post subject: |

reckless wrote:
i guess older msvc was a bit more lenient than newer versions about pointer errors (shame on you ms)

No it has always errored about using . and -> wrong.

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

Posted: Mon Apr 12, 2010 10:09 pm Post subject: |

was not to be taken seriously hehe. had an old version of qip on my pc which worked ok but i tried this one and got same error. allthough im not sure if i had that error sometime and just fixed it then forgot

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WhiteMagicRaven Joined: 13 Apr 2010 Posts: 5 |

Posted: Tue Apr 13, 2010 9:21 am Post subject: |

mh wrote:
The old QuakeSrc.org tutorials are here: http://www.quake-1.com/docs/quakesrc.org/ Some of them are slightly ropey (watch out for the ones I wrote!), but a lot of people started out here. The Hexen II ones should also be mostly usable, and even some of the Quake II ones, although you may have to massage the code a little to get things working right (but that's half the fun!)
It's also worthwhile to download the Hexen II and Quake II code as a lot of it is actually usable in Quake.

This is best source port and alive
http://uhexen2.sourceforge.net/
if you click "Links" on main page
you can find more source ports.
I have question:
What other source ports you know?

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