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Trying to understand darkplaces source code

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  • Baker
    replied
    Choose Your Own Adventure:

    You are standing at the edge of swimming pool.

    1. If you want to stand at the side of the pool ... there is a video series that should entertain you. https://www.youtube.com/watch?v=yPHJgfSnTbI

    2. If you plan to jump in the pool, there are QuakeC tutorials here. InsideQC

    I hope you enjoy watching the videos

    Leave a comment:


  • vibok
    replied
    Probably crypto is needed for online play, haven't tested.
    Last edited by vibok; 05-28-2017, 08:51 AM.

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  • vibok
    replied
    Both makefile and BSDmakefile include makefile.inc with the use of "include makefile.inc".
    Last edited by vibok; 05-28-2017, 08:50 AM.

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  • vibok
    replied
    I can just upload the builded with doxygen documentation somewhere, if anyone here needs it.
    Last edited by vibok; 05-28-2017, 08:49 AM.

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  • vibok
    replied
    BSDmakefile -- this is for BSD OS, don't need that.
    Last edited by vibok; 05-28-2017, 08:48 AM.

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  • vibok
    replied
    An svc_signonnum has been received, perform a client side setup.
    Last edited by vibok; 05-28-2017, 08:48 AM.

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  • vibok
    replied
    Maybe you don't need some of the _shared files too, I haven't checked yet.
    Last edited by vibok; 05-28-2017, 08:46 AM.

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  • vibok
    replied
    Awesome, thanks!

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  • Spike
    replied
    http://rome.ro/s/quake_map_source.zip
    no need to decompile the vanilla maps (disclaimer: the released source does have a few noticeable differences, eg end.map). Besides, q1 map decompilers universally suck.

    Leave a comment:


  • Baker
    replied
    Originally posted by vibok View Post
    map decompiler
    Some dead links, but you can find many things:

    Quake Navigator

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  • vibok
    replied
    Originally posted by Dutch View Post
    The Quake shadow logo is in E1M5, and was made using a 'trick': a BSP object made of brushes in the shape of the logo was recessed above the sky and a spotlight was cast onto it.
    huh, there really is something up there in that room, it looks just like the rest of the sky. Expected something of more complex shape though.



    Anybody knows of any darkplaces commands that can show lightsources, wireframe, stuff like that? I'll search for map decompiler in the meantime.


    Originally posted by Baker View Post
    JackHammer (also known as J.A.C.K.) and TrenchBroom are modern Quake map editors.
    Thank you~

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  • Baker
    replied
    Originally posted by vibok View Post
    modern quake map editors (GtkRadiant?) can do that.
    JackHammer (also known as J.A.C.K.) and TrenchBroom are modern Quake map editors.

    Leave a comment:


  • Dutch
    replied
    Q1 lightmaps are generated through the use of light entities. Light entities are placed in the levels within the editor, and can be targeted towards other entities to create a spotlight, as you have seen in the shotgun spot in E1M2.

    The Quake shadow logo is in E1M5, and was made using a 'trick': a BSP object made of brushes in the shape of the logo was recessed above the sky and a spotlight was cast onto it.

    A general rule of thumb: pretty much everything you see in the original episodes of Quake can be done in any competent Q1 level editor without modifications.

    Leave a comment:


  • vibok
    replied
    del
    Last edited by vibok; 06-13-2017, 03:31 AM.

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  • vibok
    replied
    It looks like Quake 1 lightmaps were handpainted at times. In e1m2 there is a lit circle under the shotgun, and lit areas where nailtraps shoot. And at e1m3(?) there was a shadow in shape of quake logo. I wonder if modern quake map editors (GtkRadiant?) can do that.

    Also I'm curious how the lighting for models is calculated. Probably it's just a single value, and it's taken from the ground under the model. At least Quake 3 did this. Maybe this is the reason to highlight the ground under the shotgun, to make shotgun more lit.

    I think I've read somewhere that some engines overbright maps, that maps appear different in different quake engines. Can somebody confirm this?

    Leave a comment:

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