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ProQuake 4.00 Zeta

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  • #31
    Originally posted by mhquake View Post
    Pretty sure I can fix both of those for you.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #32
      Originally posted by Baker View Post
      Just gotta get it to compile first though.

      I dunno what's going on in that D3D wrapper with textures, it's quite insane code. There's a perfectly good way of creating, loading and updating textures that doesn't depend on Direct Draw surfaces and that allows textures to survive a video reset. Talk about choosing a goddam difficult way of doing things!

      You mind if I rewrite some of it? I'll keep it at D3D8 though, and won't change any of the interfaces to the rest of the engine.
      IT LIVES! http://directq.blogspot.com/

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      • #33
        Originally posted by mhquake View Post
        You mind if I rewrite some of it?
        Go for it if you want to.

        I'll keep it at D3D8 though.
        You know me too well, hahah


        /Feel absolutely no obligation if you encounter something frustrating or something super-annoying emerges that would make it too much work.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #34
          Originally posted by Baker View Post
          Feel absolutely no obligation if you encounter something frustrating or something super-annoying emerges that would make it too much work.
          So far it seems like an interesting project to me, so I'm gonna make a start and see how far it goes. It's something I've wanted to do for ProQuake for a while now anyway. Looking at the skeleton of the wrapper, all the nasty ugly code is in the fake GL class and the rest seems reasonably clean. I think I can get rid of the need for special handling of stuff like ChangeDisplaySettings and SetPixelFormat too, which seems kinda cool.
          IT LIVES! http://directq.blogspot.com/

          Comment


          • #35
            Originally posted by mhquake View Post
            So far it seems like an interesting project to me, so I'm gonna make a start and see how far it goes. It's something I've wanted to do for ProQuake for a while now anyway. Looking at the skeleton of the wrapper, all the nasty ugly code is in the fake GL class and the rest seems reasonably clean. I think I can get rid of the need for special handling of stuff like ChangeDisplaySettings and SetPixelFormat too, which seems kinda cool.
            Please ignore the 4 or 5 "hacky" features I haven't taken the time to reconsider, rewrite or remove as you look through the code [Yes, I know the difference ] For the most part, I've tried to stay on the well accept conventional Quake path

            I think most people would welcome any sort of improvement to the ProQuake d3d renderer, which I only added because I didn't want any players having to use the old d3dquake which lacks so many fixes or modernizations it's cruel (NAT fix, ping in scoreboard, loc support, ability to play maps > 600 entities, etc.).
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment

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