Originally posted by mhquake
View Post
Announcement
Collapse
No announcement yet.
ProQuake 4.00 Zeta
Collapse
X
-
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 ...
-
Originally posted by Baker View Post
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/
Comment
-
Originally posted by mhquake View PostYou mind if I rewrite some of it?
I'll keep it at D3D8 though.
/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
-
Originally posted by Baker View PostFeel absolutely no obligation if you encounter something frustrating or something super-annoying emerges that would make it too much work.IT LIVES! http://directq.blogspot.com/
Comment
-
Originally posted by mhquake View PostSo 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.
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
Comment