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InsideQC Forums • View topic - Makaqu

Makaqu

Discuss programming topics for the various GPL'd game engine sources.

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Postby metlslime » Wed Jul 28, 2010 11:19 pm

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Postby mankrip » Mon Dec 06, 2010 10:28 am

Tumblr has been offline for the last eleven hours or so, so I'll post this here:



Translucent BSP rendering still has bugs. It flicks a lot when there are different kinds of liquid surfaces on the screen, and the clipping bugs weren't solved yet.

There are also several small bugs in some of the new features, and several of the new features are still incomplete. Plus, there's a lot of experimental junk code throughout the source.

I usually run a diff tool through the whole source against the source of the previous public release to make sure it has been properly commented everywhere and to make sure I haven't forgot to check anything, but this time this hasn't been done.

Also, since this is an alpha release I haven't included the PAK10.PAK file in it, as well as some other miscellaneous files that used to be included into the Quake folder and its subfolders. However, Windows and Dreamcast binaries are provided, along with a test map and a slightly modified progs.dat. All Dreamcast binaries are untested.

And to make things simpler, the Dreamcast version has been renamed to Makaqu.

A stable release is still planned.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby Baker » Mon Dec 06, 2010 1:09 pm

Makaque is like a breath of fresh air. At times, I feel like I am evil learning from (and ripping) from your source codes ... but yet I have a strong feeling [ok, it isn't really a feeling, hehe] I will have a cool feature or 2 that you will wish to absorb.

Such is the beauty of open source.

Closed source = being an asshole. Open source = adding to the pile of knowledge. Although I am guilty of being an asshole, I earn it for reasons never related to sharing ideas or source codes. :D And I hope that history views me as being an "asshole" for the cause of the greater good.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby qbism » Mon Dec 06, 2010 6:05 pm

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Postby mh » Mon Dec 06, 2010 6:38 pm

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Postby Sajt » Mon Dec 06, 2010 6:57 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby mankrip » Tue Dec 07, 2010 1:39 am

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Postby scar3crow » Tue Dec 07, 2010 2:34 am

...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby qbism » Wed Dec 08, 2010 3:00 am

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Postby mankrip » Thu Dec 09, 2010 1:34 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby qbism » Thu Dec 09, 2010 11:37 pm

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Postby leileilol » Thu Dec 09, 2010 11:44 pm

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Postby mankrip » Fri Dec 10, 2010 12:41 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby Sajt » Fri Dec 10, 2010 1:09 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Re: Makaqu

Postby mankrip » Mon Apr 16, 2012 4:56 am

Does anyone know of a map that doesn't need extended coordinates or any other higher requirements, but that does feature multi-layered liquids (water/slime/lava/portal/etc.), translucent BSP entities and maybe some BSP entities with "fence textures"? Maybe a mini-mod.

Also, does anyone know of a good small mod to test SPR model lighting and framegroups? Preferably a mod that use as many SPR orientation modes as possible.

I'm looking for an actual test case for these features.
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