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  • Mugwump
    replied
    Originally posted by talisa View Post
    no none of the available weapon-packs include such shaders.
    Thanks. So I can safely update, then. I think I remember reading about said rampage.

    Leave a comment:


  • talisa
    replied
    Originally posted by bfg666 View Post
    Originally posted by Seven View Post
    everyone else who are using weapon packs with dpreflectcube shaders together with current darkplaces builds
    Does that include Ruohis'?

    no none of the available weapon-packs include such shaders.

    the only weapon-pack thats affected is one by someone who i wont mention,
    who long ago went on a rampage and removed all links to anything he created.

    to prevent the person from coming back to rage about re-posting "his creations",
    i havent made any mirrors to the stuff he made and shared

    .

    so dont worry, you wont have any issues with weapons in the 2016 DP builds


    .


    Originally posted by gdiddy62 View Post
    I like the stupid barrel test! Lol
    yeah me too, thats why i also added reflect to the SSG that i collaborated on with BloodShot
    and why i also added reflect to plague's SNG myself

    its a basic effect which doesnt cause any performance-drop but it looks so fancy and adds so much
    Last edited by talisa; 10-03-2016, 06:49 PM.

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  • gdiddy62
    replied
    Thanks for the information seven!
    I like the stupid barrel test! Lol
    Last edited by gdiddy62; 10-03-2016, 04:09 PM.

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  • Mugwump
    replied
    Originally posted by Seven View Post
    everyone else who are using weapon packs with dpreflectcube shaders together with current darkplaces builds.
    Does that include Ruohi's?

    Leave a comment:


  • Seven
    replied
    Originally posted by nahuel View Post
    I do not understand the problem.

    SMC is not something like an "official mod", Seven uses the latest version of darkplaces... so you need to use the latest versions

    there is a solution to the problem, you can read the git Xonotic to know details of revisions

    git.xonotic.org Git - xonotic/darkplaces.git/summary
    Hello Nahuel,

    If it were up to me, I would stick to 1 engine build. Just like you did it back then when you was working on your horror mod.
    The reason is simple:
    I could concentrate on specific/static engine properties and features. Building all my ideas around it and expand from there.
    But people are of course always using the "current" engine build, so I have to fight against engine changes (like changes in particles, shaders, model usage, etc. engine-sided) and have to adapt/adjust the mod to the engine-sided changes. That happened at least 3 times during the lifetime of the SMC so far. Lets see what comes up next




    Originally posted by gdiddy62 View Post
    Seven,
    Just as an FYI the version of the darkplaces engine that does away with shadow flickering has introduced issues with some shaders in weapons packs. Hopefully can be fixed soon.
    Hello gdiddy as well as everyone else who are using weapon packs with dpreflectcube shaders together with current darkplaces builds. I found the one I developed back then. I called it "stupid barrel idea" LOL
    [ame]http://www.youtube.com/watch?v=DA5CXg-wJM0[/ame]


    This is how the shaders should look like. Example for shotgun:
    (assuming cubemaps and weapon skins are placed in the below mentioned folders. If not, adjust the paths accordingly)
    Code:
    v_shot
    {
    	dpreflectcube textures/cubemaps/shot
     	{
    		map textures/v_shot.tga
    		rgbgen lightingDiffuse
    	}
    }
    Have fun,
    Seven

    Leave a comment:


  • Mugwump
    replied
    The problem is that the way the site is designed now, it leads people like me who don't know better to think that there hasn't been an update in more than two years.

    I wasn't aware of that Xonotic page, thanks. The advice one gets about downloading DP is generally to "go to icculus".

    Leave a comment:


  • nahuel
    replied
    date order i think, latest version first


    I do not understand the problem.

    SMC is not something like an "official mod", Seven uses the latest version of darkplaces... so you need to use the latest versions

    there is a solution to the problem, you can read the git Xonotic to know details of revisions

    git.xonotic.org Git - xonotic/darkplaces.git/summary

    Leave a comment:


  • Mugwump
    replied
    Yes, Nahuel, but...

    "Other files:
    Beta releases, OLD versions, and miscellaneous mods I made are in the 'files' directory, this page (aka 'downloads') only lists CURRENT versions of darkplaces and some utilities."

    When the supposedly current version is two years old and one has to rummage through a page that lists old stuff to find the REAL latest versions, there is clearly something wrong in how you handle your site. LordHavoc should really sort it out.

    BTW, what does the ?C=M;O=D string do in that address you gave?

    Leave a comment:


  • nahuel
    replied
    https://icculus.org/twilight/darkplaces/files/?C=M;O=D

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  • Mugwump
    replied
    Originally posted by bfg666 View Post
    Originally posted by Seven View Post
    What made you think it is dead ?
    Maybe the fact that the last time I went to Icculus, the latest beta available was two years old?
    I just visited icculus to check: not only is the latest official release the 20140513 build, but the latest news is STILL dated 2014-05-13 as well. This doesn't give any indication that the project is still going on.
    Last edited by Mugwump; 09-22-2016, 05:08 PM.

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  • nahuel
    replied
    Originally posted by Spike View Post
    @nehuel
    Code:
    #merge "orig_progs.dat" //make a copy for sanity...
    #output "progs.dat" //the output
    //now lots of qc code, as if it was added onto the end of the original progs.src
    //except that the types of the previous defs are no longer properly known, unfortunately.
    
    void(string) print = #339; //avoid messing around with the developer cvar.
    wrap void() worldspawn =
    {
    print("I'm in your world, messing up your spawns\n");
    prior();
    print("Okay, I'm all done now\n");
    };
    a '__wrap' function will replace a prior version of the same function. It'll complain if you forget to use the 'prior' function, but you can just add a (void)prior; line, and the compiler will be happy, and the original function will be completely replaced rather than wrapped.
    a '__weak' function will be ignored if the function already exists, and be replaced if followed by a non-weak function
    a '__weak __wrap' function will also be ignored if the function was not previously defined, or wrap the previous one if it was actually defined.
    (if you used the #merge thing, then the keywords are automatically (fully) enabled and the underscores become optional)

    with these, it should be possible to write more code for either closed source mods, or (preferably) easily-integrated code for open-source ones.
    eg adding misc_model or particle emitter stuff or whatever for existing mods.
    Great!! this is really usefull thanks Spike!!

    Leave a comment:


  • Spike
    replied
    @nehuel
    Code:
    #merge "orig_progs.dat" //make a copy for sanity...
    #output "progs.dat" //the output
    //now lots of qc code, as if it was added onto the end of the original progs.src
    //except that the types of the previous defs are no longer properly known, unfortunately.
    
    void(string) print = #339; //avoid messing around with the developer cvar.
    wrap void() worldspawn =
    {
    print("I'm in your world, messing up your spawns\n");
    prior();
    print("Okay, I'm all done now\n");
    };
    a '__wrap' function will replace a prior version of the same function. It'll complain if you forget to use the 'prior' function, but you can just add a (void)prior; line, and the compiler will be happy, and the original function will be completely replaced rather than wrapped.
    a '__weak' function will be ignored if the function already exists, and be replaced if followed by a non-weak function
    a '__weak __wrap' function will also be ignored if the function was not previously defined, or wrap the previous one if it was actually defined.
    (if you used the #merge thing, then the keywords are automatically (fully) enabled and the underscores become optional)

    with these, it should be possible to write more code for either closed source mods, or (preferably) easily-integrated code for open-source ones.
    eg adding misc_model or particle emitter stuff or whatever for existing mods.

    Leave a comment:


  • Mugwump
    replied
    Originally posted by talisa View Post
    if you want to have the SMC's particle-flames in arcane dimensions, you would have to merge the QC from particle-flames into the arcane dimensions mod.
    That's what I feared. Well, looks like I'm screwed, at least for the time being...

    I'm already currently trying to wrap my head around mapping, let's take it one step at a time.

    Leave a comment:


  • talisa
    replied
    maybe this could be an incentive to delve into QC? *hint hint*

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  • nahuel
    replied
    Originally posted by talisa View Post
    because only ONE progs.dat can be loaded at the same time.
    EDIT: FTEQCC can "crossover" multiple progs.dat without any decompilation.

    @Spike "I've now got a local version of fteqcc that can read in an existing progs.dat, and can then compile additional qc functions directly into it, without needing to decompile it.
    I need to work some more on the wrapping syntax, but I already have a version of frikbot that can be statically applied to existing mods (if it wasn't for me getting it to use spawnclient etc, it would work in any engine), without needing access to the original code (assuming its still close enough to vanilla anyway)."
    Last edited by nahuel; 09-22-2016, 02:00 PM.

    Leave a comment:

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