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QuakeSrc archive?

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ArchAngel

Posts: 37

Joined: Fri Jun 03, 2011 7:33 pm

Post Fri Jun 03, 2011 7:37 pm

QuakeSrc archive?

Hi all,
Anyone got an archive of the old Engine tuts that were on Quakesrc?
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reckless

Posts: 1633

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Fri Jun 03, 2011 7:49 pm

what could be rescued is here.

viewtopic.php?t=1213

the bits and pieces posted in the general programming forums are sadly lost though.
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Chip

User avatar

Posts: 546

Joined: Wed Jan 21, 2009 9:12 am

Location: Romania

Post Fri Jun 03, 2011 8:17 pm

They're also here - http://www.quakewiki.net/quakesrc/

What are you looking for?
Quake 1 Mods

Fear not the dark, but what the dark hides.
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ArchAngel

Posts: 37

Joined: Fri Jun 03, 2011 7:33 pm

Post Fri Jun 03, 2011 9:20 pm

Thanks both.

I wasn't looking for anything in particular, but I've been away from the Quake scene since before Quakesrc died properly the second time and I'm just dipping my toe back in by playing with SharpQuake... problem is I don't think it fixes a lot of the basic stuff we had working. Gonna start with trying to get animation interpolation back in (though I think that came from a QER tut thinking about it :))

Edit:
Might have a chat with Tomaz about how he built the progs QC stuff back into the engine while I'm at it.
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reckless

Posts: 1633

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Fri Jun 03, 2011 9:22 pm

welcome back then :)

and correct about the interpolation allthough quite some polishing has made it in through the years ;)
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ArchAngel

Posts: 37

Joined: Fri Jun 03, 2011 7:33 pm

Post Fri Jun 03, 2011 9:30 pm

Ah ok, any pointers to any of the polished info? Last time I looked at it everyone had become bored of stock MDLs and was trying to cram a skeletal system in where ever possible.
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reckless

Posts: 1633

Joined: Thu Jan 24, 2008 12:04 pm

Location: inside tha debugger

Post Sat Jun 04, 2011 12:31 am

should be some posts here somewhere from mh fixing up a few things.

one i remember was in CL_ParseUpdate resetting some interpolation vars.

ah aye.

somewhere after if (model != ent->model)

put this

// if the model has changed we must also reset the interpolation data
// pose1 and pose2 are critical as they might be pointing to invalid frames in the new model!!!
ent->frameStartTime = 0;
ent->frameInterval = 0;
ent->pose1 = ent->pose2 = 0;
ent->translateStartTime = 0;
ent->origin1[0] = ent->origin1[1] = ent->origin1[2] = 0;
ent->origin2[0] = ent->origin2[1] = ent->origin2[2] = 0;
ent->rotateStartTime = 0;
ent->angles1[0] = ent->angles1[1] = ent->angles1[2] = 0;
ent->angles2[0] = ent->angles2[1] = ent->angles2[2] = 0;

i do it right after ent->model = model;

but have alook in the threads plenty of fixes :)

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