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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Mar 11, 2009 7:20 am    Post subject: the quake2 stuff Reply with quote

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

PostPosted: Wed Mar 11, 2009 5:32 pm    Post subject: Reply with quote

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

PostPosted: Thu Mar 12, 2009 9:12 am    Post subject: Reply with quote

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

PostPosted: Thu Mar 12, 2009 10:02 am    Post subject: Reply with quote

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.
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