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InsideQC Forums • View topic - Old school quake, well not quite but

Old school quake, well not quite but

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Re: Old school quake, well not quite but

Postby frag.machine » Mon Mar 20, 2017 6:47 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Old school quake, well not quite but

Postby revelator » Tue Mar 21, 2017 6:13 am

Heh didnt know that :) i guess thats why some mods who wanted something a bit more special like zerstoerer used cutscenes like demos.
Not that cutscenes are without problems either...

Btw fixing the broken lightpoint code had the curious side effect of turning off the somewhat colored appearance my engine has been (suffering ?) from,
it looks a bit bland now compared to before but i guess it just takes some getting used to after the massive overdose of colored lighting :smile:

Somehow i broke malice while hunting the before mentioned bugs sigh, now i get a heap collision error on the first map, and a bad lmp if i increase heap size :shock:
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Re: Old school quake, well not quite but

Postby revelator » Tue Mar 21, 2017 8:03 am

So i got hipnotic to run but

Image

see the problem with this

Image

broken rotation on doors it seems, funny thing is it only happens at certain angles but looks like crap when it happens.
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Re: Old school quake, well not quite but

Postby qbism » Tue Mar 21, 2017 11:43 pm

Yeah, demo parsing is separate from vm. Good opportunity to code bug checks in demo parser :)
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Re: Old school quake, well not quite but

Postby toneddu2000 » Wed Mar 22, 2017 8:17 am

- my first commercial game, made with FTEQW game engine
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Re: Old school quake, well not quite but

Postby Spike » Wed Mar 22, 2017 3:45 pm

demos replace the server. there is no ssqc running at all when _playing_ demos, same as clients don't load any ssqc when connecting to remote servers.
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Re: Old school quake, well not quite but

Postby mh » Wed Mar 22, 2017 4:09 pm

Yeah, if you're crashing inside the VM while playing a demo, then you're more likely to have a bad pointer transferring execution to random memory locations than you are to have anything wrong with the VM.
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Re: Old school quake, well not quite but

Postby revelator » Thu Mar 23, 2017 3:15 pm

Productivity is a state of mind.
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Re: Old school quake, well not quite but

Postby revelator » Fri Mar 24, 2017 6:44 am

Productivity is a state of mind.
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Re: Old school quake, well not quite but

Postby revelator » Sat Mar 25, 2017 8:46 pm

Productivity is a state of mind.
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Re: Old school quake, well not quite but

Postby mh » Mon Mar 27, 2017 3:23 pm

Is this the one that does a glReadPixels every frame and then computes bloom on the CPU? That was another piece of crap that needs to be killed.
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Re: Old school quake, well not quite but

Postby revelator » Mon Mar 27, 2017 10:59 pm

Productivity is a state of mind.
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Re: Old school quake, well not quite but

Postby Barnes » Tue Mar 28, 2017 10:50 am

I'm use this code more time ago and it better then tenebrae bloom. But glsl bloom better.
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Re: Old school quake, well not quite but

Postby revelator » Tue Mar 28, 2017 2:07 pm

For what it does no its not that bad :), shaders would be better ofc and i might do that sometime.

I might be on the track of what is causing these stalls, i noticed they happen every time realm printed something on the screen,
so im going to have a look at what is going on behind the scenes. Might be something as simple as a bad ptr somewhere in the console print code, well in that case dooh but atleast it would be fixed :lol:
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Re: Old school quake, well not quite but

Postby Spike » Tue Mar 28, 2017 4:25 pm

.
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