Re: [ioquake3] [Quake1][OT] Nexuiz spawns a Playstation 3 game.

2010-03-10 Thread monk
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. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.c

Re: [ioquake3] i.o is back up!

2010-03-12 Thread monk
> 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

Re: [ioquake3] i.o is back up!

2010-03-13 Thread monk
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

Re: [ioquake3] future hg switch

2010-03-18 Thread monk
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. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinf

Re: [ioquake3] future hg switch

2010-03-19 Thread monk
> 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

Re: [ioquake3] future hg switch

2010-03-20 Thread monk
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. ___ ioquake3 mailing

Re: [ioquake3] Increase the Number of pk3 Files for Enemy Territory

2010-04-01 Thread monk
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

Re: [ioquake3] Video stream / Webcam INGAME Quake3

2010-04-01 Thread monk
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

Re: [ioquake3] Increase the Number of pk3 Files for Enemy Territory

2010-04-01 Thread monk
> 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

[ioquake3] Modular Rendering System

2010-04-30 Thread monk
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. ___ ioquake3 mailing l

Re: [ioquake3] Modular Rendering System

2010-05-02 Thread monk
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. __

Re: [ioquake3] Modular Rendering System

2010-05-02 Thread 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

Re: [ioquake3] Modular Rendering System

2010-05-03 Thread monk
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

Re: [ioquake3] Modular Rendering System

2010-05-04 Thread monk
layers. I haven't actually looked that up but I really wouldn't be shocked if that were the case. Monk. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.

Re: [ioquake3] GTV replacement in ioquake3?

2010-05-08 Thread monk
> 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

Re: [ioquake3] Motion Blur/"exposure time"/"shutter speed" for /video

2010-05-18 Thread monk
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.

Re: [ioquake3] Renderer with Bloom, VBO, GLSL, etc. compatible with baseq3

2010-06-09 Thread 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

Re: [ioquake3] Renderer with Bloom, VBO, GLSL, etc. compatible with baseq3

2010-06-21 Thread monk
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

Re: [ioquake3] Renderer with Bloom, VBO, GLSL, etc. compatible with baseq3

2010-06-22 Thread monk
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

Re: [ioquake3] Mouse "limiting" problem under CentOS 5.3 - SDL bug?

2010-06-30 Thread monk
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

Re: [ioquake3] ET & RTCW Open-Source!

2010-08-14 Thread monk
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

Re: [ioquake3] Urban Terror moves to a license of quake3

2010-11-07 Thread monk
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

Re: [ioquake3] ET & RTCW Open-Source!

2010-11-07 Thread monk
;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

Re: [ioquake3] Urban Terror moves to a license of quake3

2010-11-09 Thread monk
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

Re: [ioquake3] Unicode in console

2010-12-03 Thread monk
I believe Space Trader, by Hermitworks, actually supports UTF and I18N in their Quake 3 based game. I'd have to double check that. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending

Re: [ioquake3] Hello!

2011-01-21 Thread monk
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

Re: [ioquake3] Modular Rendering System

2011-02-07 Thread monk
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

Re: [ioquake3] OS X development

2011-02-17 Thread monk
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

Re: [ioquake3] New release?

2011-05-14 Thread monk
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

Re: [ioquake3] New release?

2011-05-14 Thread monk
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. ___ ioquake3

Re: [ioquake3] New X86 VM JIT compiler

2011-05-20 Thread monk
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

Re: [ioquake3] Several Bot Questions, but mainly Why does the Game become Choppy in a 63 bots match?

2011-06-03 Thread monk
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'

Re: [ioquake3] Useful documentation comments?

2011-08-23 Thread monk
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

Re: [ioquake3] pak0.pk3

2011-09-22 Thread monk
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

Re: [ioquake3] pak0.pk3

2011-09-23 Thread monk
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

Re: [ioquake3] Received signal 11, exiting...

2012-01-23 Thread monk
> ioq3 1.35 linux-ppc Jan 23 2012 Old version? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.

Re: [ioquake3] "Official" Extras for Quake III

2013-01-11 Thread Monk
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

Re: [ioquake3] ioquake3 mobility

2010-02-25 Thread monk
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