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InsideQC Forums • View topic - fhdoom

fhdoom

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Re: fhdoom

Postby revelator » Wed Oct 18, 2017 1:51 pm

Productivity is a state of mind.
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Re: fhdoom

Postby revelator » Wed Oct 18, 2017 1:51 pm

Productivity is a state of mind.
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Re: fhdoom

Postby toneddu2000 » Wed Oct 18, 2017 3:18 pm

- my first commercial game, made with FTEQW game engine
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Re: fhdoom

Postby frag.machine » Wed Oct 18, 2017 10:33 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: fhdoom

Postby revelator » Thu Oct 19, 2017 7:05 am

http://www.mono-project.com/docs/advanced/embedding/

It does support embedding :razz: well that could be fun.
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Re: fhdoom

Postby JasonX » Fri Oct 20, 2017 5:37 pm

Has Doom 3 networking been improved on those new source ports? It used to suck. A lot.
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Re: fhdoom

Postby toneddu2000 » Sun Oct 22, 2017 12:40 pm

In a half-related way, Godot engine . Yum, if they finish to implement graphics features they advertised, hmm.. it could become a great choice in the open source engines universe
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Re: fhdoom

Postby revelator » Wed Oct 25, 2017 7:30 am

Seems the bug i encountered where my card would not initialize the core wgl extensions have been fixed in the latest version :)
Still some small buggers (mostly shadowmap related) but it's getting there.

As for scripting Euphoria could also be a good candidate :) it is a very powerful language and easy to learn.

http://openeuphoria.org/index.wc
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Re: fhdoom

Postby revelator » Thu Oct 26, 2017 6:50 am

Something to keep in mind with this port unless you want to get confused like hell is that it does not support fixed pipeline at all, so any older stuff like getting the number of tmu's or texture coordinates is a no go unless you do it via shaders. You can actually see this if you open the console and look at GL_MAX_TEXTURE_COORDINATES, it reports 0. The only reason its still there is that the early megatexture code has not yet been ported :).

And if you card does not support OpenGL 3.3 minimum then your totally out of luck, no voodoo cards allowed here hehe.

It might have been doable by using the compatibility profile but the dev opted to not support old stuff, and in a way i see his point cause it would be hell to maintain.
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Re: fhdoom

Postby Nahuel » Sat Nov 11, 2017 3:09 pm

hi, I am nahuel, I love quake and qc.
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Re: fhdoom

Postby Barnes » Mon Nov 13, 2017 1:59 pm

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Re: fhdoom

Postby revelator » Tue Nov 14, 2017 2:01 am

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Re: fhdoom

Postby Barnes » Tue Nov 21, 2017 8:12 am

my card support 4.6 :lol:
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Re: fhdoom

Postby revelator » Mon Jan 22, 2018 4:04 am

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Re: fhdoom

Postby toneddu2000 » Mon Jan 22, 2018 8:03 am

- my first commercial game, made with FTEQW game engine
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