ginal company so there
may be missing pieces of the toolchain you'd want to use like SDL and
OpenGL. It's been a while since I looked into DC stuff.
Monk.
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> On 03/12/2010 05:19 PM, Zachary wrote:
>> If your DNS isn't up2date then just use 74.81.175.20 in your hosts file
>>
>> You only need to do this if you want to access the SVN or bugzilla or
>> any of the other awesome projects using icculus.org for hosting
>>
>>
> Hey, that's my ip address, I'm n
If your DNS isn't up2date then just use 74.81.175.20 in your hosts
file
You only need to do this if you want to access the SVN or bugzilla or
any of the other awesome projects using icculus.org for hosting
>>> Hey, that's my ip address, I'm not hosting i.o
>>
>> T
ys/mingw as
just a fake linux on windows, honestly, as it doesn't really leverage
anything about the windows platform, just some CLI stuff.
Just sayin'.
Monk.
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> Also, Windows has excellent git support:
> http://code.google.com/p/gitextensions/ (I use this on a daily basis,
> plugs
> right into Visual Studio if you want it to).
>
> Cheers
> James
(which would make more sense if ioq3 had a real working .sln but it has
one that only kinda works so not a hu
VN. If it ain't broken, don't
fix it? I don't have a vested interest in or preference for either git or
hg; I just don't understand the logic behind switching a working VCS just
for the sake of switching it.
Monk.
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post it to a
website and put info in the MOTD.
Monk.
> On 31 March 2010 17:55, Philipp Reddigau wrote:
>> Hi guys,
>>
>> my first post in this list. ;)
>>
>> Nice to meet you.
>>
>>
>>
>> We have a little problem on some of our ET Servers (2
I've seen some servers that have maps with special textures where the
servers can replace the textures with in-game ads and logos on maps. So
it seems like there's some ability there to load the map with a
server-specific map texture at runtime as long as that ability is in the
map already. I won
> than you're reporting. Most likely there is something else that overflows
> much lower than the MAX_PAKFILES (such as the list of pure pk3s, which
> overflows at a total string length of 1024 or something).
Yeah, and that's the issue we ran into. The list of pure PK3s running up
to a limit, I g
s my skillset will allow me to contribute to this idea/effort so
instead of lamenting the lack of these features I figured I'd at least do
what I could to make implementation easier for others.
Thanks for your time!
Monk.
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ue to ignore it and let other people dink with it. But without a
framework in place, the only way people can do that is by forking again
and again and again. Impractical!
I can go in more detail if you want off-list. This was already too long,
sorry blokes.
Monk.
__
Probably those in school are dealing with finals. But hey, stuff goes in
fits and starts! One day nothing the next day BAM VOIP, so who knows.
As for will anyone do anything, who knows. I'm only hoping for stuff like
Ben's comments about why a certain approach might not work and an
alternative
u for your in-depth breakdown of some of the issues. These are
just my opinions on the matter so again the reality of actual coding
issues may invalidate some (or all) of what I'm advocating. But hey,
unless someone says "that's stupid and here's why," I'll never know
layers.
I haven't actually looked that up but I really wouldn't be shocked if that
were the case.
Monk.
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By sending this message I agree to love ioquake3 and libsdl.
> of the cheating aspect.
Yeah, GTV in ioq3 would rock. For an automated cameraman, some of the
neat stuff is done:
http://www.telefragged.com/zungbang/zcam/download.shtml
You could then implement the logic of who to follow. We've used a tweaked
version of ZCAM in R
in the day. I guess it
implemented motion blur by caching a few frames and blending them or
something. I don't recall it having a positive impact on fps so if a
modern implementation of motion blur uses the same general concept, it may
only make low-fps situations far far worse.
Monk.
It's been around a while but looks like it was updated in the last day or
two. The source isn't directly linked so for those who are curious, here
ya go:
http://www.mydevstuff.com/twoseven/q3mods/42_bumpy_src.rar
> Latest source is in the same directory with the binary here:
> http://forums.urb
We had looked into this as well and there may be more work and testing
someone would have to do. From some mappers/coders:
"someone(!) should inform him about the non-compatible parts (no tcMod
rotate, no deformVertexes, r_overbrightbits is borked etc...)"
I unfortunately don't have an extensive
It's not as flashy but it seems like it is better suited to eventual
integration to ioq3 if it maintains 100% compatibility with existing Q3
entity and rendering support. Seems like a solid base to build from; I
wish you luck! (no, really, I really really do!)
> 2010/6/22 Evan Goers
>
>> >From
obably not high on the distro's list of things
they care about. I would think that the problem probably shows up on the
equivalent RHEL distro and is distro-related.
Someone with more *nix knowledge might be able to suggest plopping in a
different/newer ver
hilo got ioq3 to
run Elite Forces.
Monk.
> On Sat, Aug 14, 2010 at 2:03 PM, Enrico Zschemisch
> wrote:
>> can someone please summarise the differences between Quake 3, RTCW and
>> ET
>> engines? All I can find is only minor differences...
>
> 'Cause that's t
ccepted and used!
Hopefully things work out for ya. And if anyone's not pleased with UrT
and interested in seeing what Reaction offers, please feel free to hit me
up via email or in IRC.
Monk.
> Ahh, this is really terrible news. If all parts of the server code are
> closed source, it
;d see people already making patches for ioq3 ala
Thilo's ioElite Forces. Maybe I'm wrong, but that's how I see it.
Monk.
> Am Samstag, den 06.11.2010, 08:25 +0200 schrieb Michael Menegakis:
>> On Sat, Oct 9, 2010 at 5:38 AM, Egg Dog wrote:
>> > Has there been a
rT I don't know how involved that would be but it
might not be too horrible with a "realistic shooter" baseline in place.
Monk.
BTW, sorry if I'm a bit slow in responding, I'm in the middle of moving to
a new house and haven't yet got internet sorted out at the new
I believe Space Trader, by Hermitworks, actually supports UTF and I18N in
their Quake 3 based game. I'd have to double check that.
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By sending
You might be able to leverage some of the Q3MME stuff for setting
pre-determined camera paths and whatever. I'm not sure if it's a great
fit but you might get something useful out of it.
http://q3mme.proboards.com/index.cgi
>> Doesn't Blizzard have a habit of C&D-ing everything that looks
>> re
there any ioq3 committers who are? Ryan, maybe?
At long last some contributors have stepped up to the plate and delivered
(pending peer review); hopefully some committers will at least evaluate
these patches!
Monk.
> Hello,
>
> sorry for bringing back this old discussion, but there i
ioq3 makefiles don't work on OS X? What's broken? I thought that the
requirements were to have the library support for 10.4/PPC to create
universal binaries?
> Hello,
> is anyone developing ioquake3 on OS X?
>
> I've added a couple lines to Tremulous source in order to build on
> Snow Leopard a
27;s new since 1.36 that
I would care about?" Right now I think IQM has been added and... lots of
stuff under the hood but nothing quite as sexy as a new renderer.
A new release is a good time to spam some news sites and get some
publicity and if you want to attract
ting projects like
Reaction don't care. It's for the non-programmers and to attract new
users and projects through the resulting publicity of "hey we got a new
version and here's all the cool stuff it does!"
Monk.
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I won't be able to test Reaction Quake 3 (http://www.rq3.com/) for another
week, unfortunately. But I will when I get back from vacation! :D
> Hello,
>
> Le 20/05/2011 13:07, Thilo Schulz a écrit :
>> In order to tackle this bug:
>> https://bugzilla.icculus.org/show_bug.cgi?id=4249
>> I've made
Is the fps drop when all bots are onscreen or when you're in a corner of a
map not looking at them? At even 1000 tris per bot, that's quite a bit of
geometry when the Q3 renderer starts choking, fps-wise, at like 45k tris.
> Hi,
> To simplify my email here, I will write the background of what I'
Yeah, honestly, though it'd be a big change, it'd be a one-time thing to
synch up and then you don't worry about it anymore except for
comments/docs near code that's changing anyway.
And yeah, ain't no one pay attention to the wiki unless they want to use
it as a source for an article.
My non-cod
http://ioquake.org/forums/viewtopic.php?f=13&t=116
Q: I made some UI changes to ioq3 and recompiled it, but when I go to run
it, I get stock Quake 3 menus/UI! What gives?
A: QVMs probably. QVMs are probably taking precedence, there's a command
line you can use that forces .so instead. From what b
Timedemo or just watching a demo? Capping the fps doesn't change the
length of time that it runs; it runs to completion, just displaying fewer
frames per second. Like playing a song on a piano but only playing every
other note--the song ends at the same time but you end up hearing fewer
notes. S
> ioq3 1.35 linux-ppc Jan 23 2012
Old version?
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By sending this message I agree to love ioquake3 and libsdl.
The dream cast maps were released so people could host servers. Since dream
cast is quake 1.16n it's of limited value. Who's up for an ioquake3 dream cast
port?!!
On Jan 11, 2013, at 1:58 PM, uZu wrote:
> On 11/01/2013 21:44, Richard L Zarth III wrote:
>> I am looking for anything that is esse
a website
redesign? Programmers don't care about that--as long as they can find
ioq3 in a google search for "quake 3 mobile" or "quake 3 arm" or something
of the sort, I'm sure they'll find their way to the mailing list and SVN.
All the needed information is acce
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