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  • #16
    You seem to absolutely know what you are doing so, I don't want to seem like I do not realize that but, if you would like to look at how I do it in my code I am more than happy to share. It's in AS3 but, you can read it, bro. It's the same functions, loops, etc that every other humanly readable language is using.

    I am not using any vis either but, I am rendering worlds that are infinitesimally smaller than yours. You will definitely need to write an exception that breaks your texture batches into numerous buffers per texture cause, you are gonna fill one up real quick. The idea is to simply cram as much geometry as you can into as few buffers as possible. Big buffers instead of lots of them... and when you aren't going to even come close to filling a buffer, use compact geometry.

    ie

    oneBuffer[totLen] = interleaveBuffers(vertices.length/3, vertices, normals, tangents, uvs, suvs):
    Last edited by MadGypsy; 10-02-2016, 09:08 PM.
    http://www.nextgenquake.com

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    • #17
      Originally posted by numbersix View Post
      But, ARGH, the triggers that build refuse to pass forward biome info.
      Well damn. I realized part of this last night.

      func_maphack that are built on the fly gets done with a spawn and think!
      The trigger building is gone, and I have to _pass_ the string.

      Yes.

      Now to put together the new paradigm.

      Another possibility I thought of is to take the minecraft route and use a seed to select some of the build components.
      numbersix - Mod DB [_] Six Gaming

      Support free code and get credit! - Hint "Pledge 24" comes with extra releases.

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      • #18


        That should cover the license requirement.
        Will be in the next release.
        numbersix - Mod DB [_] Six Gaming

        Support free code and get credit! - Hint "Pledge 24" comes with extra releases.

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        • #19
          maphack code, 1st cut



          Before I made the engine mod, this is what the editor had for the base map (qh_0000.map).
          For each chunk there was a copy of all the entities that qc copied when the chunk was loaded.

          I left the walls / lights in for lighting and positioning of the ents.
          This was only 8 chunks! The spec. calls for a lot more.

          I knew at this point the engine would need to load ent data from bsp files or ent override files.

          This was an editing nightmare.
          I was really pleased when I consigned this copy of the map to the dustbin.
          numbersix - Mod DB [_] Six Gaming

          Support free code and get credit! - Hint "Pledge 24" comes with extra releases.

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          • #20
            2 words:

            Boss Battle

            Oh yeah:

            '

            Only shubs and chthon for now - but I have some bosses you guys have not seen!
            numbersix - Mod DB [_] Six Gaming

            Support free code and get credit! - Hint "Pledge 24" comes with extra releases.

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            • #21
              The idea is when you go into the boss battle room, doors close, locking you in.
              They wont open until the boss is dead.
              When the boss is killed a special goody is revealed.

              I'm thinking of new methods to kill shubs instead of telefrag.
              Either a mini-nuke, or if you dont find that the old HL2 "infinite box of rockets."
              numbersix - Mod DB [_] Six Gaming

              Support free code and get credit! - Hint "Pledge 24" comes with extra releases.

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