P.S. Oops, I forgot I already had a thread for it http://www.pascalgamedevelopment.com...rer-for-Quake2
P.P.S. But... but... but... I used Search to make sure there was no such thread! ...
P.S. Oops, I forgot I already had a thread for it http://www.pascalgamedevelopment.com...rer-for-Quake2
P.P.S. But... but... but... I used Search to make sure there was no such thread! ...
Last edited by Chebmaster; 15-03-2017 at 12:31 PM.
Really impressive. Good work.
No signature provided yet.
Full sources (including the entire Quake2 Delphi) found in one of my file dumps
http://chebmaster.com/_share/_001/_0...fclift_src.tgz
Forum pages detailing my modifications to the texture handling routines:
https://gamedev.ru/code/forum/?id=68117&m=1033063#m4
https://gamedev.ru/code/forum/?id=68117&m=1033065#m5
(other ones, like the underwater blur, are not listed)
In Russian.
I played OpenArena (Quake3 based). That's all I can say.
[edit] I forgot that I yet commented in this thread.
No signature provided yet.
I still use my modified renderer DLL with Quake2 in my Steam library. Sometimes it updates and I have to re-inject it.
Works with all expansions (DLCs people call them today) but glitches on some skyboxes.
I also had fixed one conversion bug in lightmap upload code, all places where there was a pre-baked dynamic light affecting the map, it looked ugly (only that light taking effect on almost-black polygons). That was because this:
was translated to this:Code:for (i=0 ; i<size ; i++, bl+=3 ) { bl[0] += lightmap[i*3+0]; bl[1] += lightmap[i*3+1]; bl[2] += lightmap[i*3+2]; }
, which I corrected to this:Code:for i := 0 to size - 1 do begin bl[0] := lightmap[i * 3 + 0]; bl[1] := lightmap[i * 3 + 1]; bl[2] := lightmap[i * 3 + 2]; inc(pSingle(bl), 3); end;
and the lightmaks worked as designed.Code:for i := 0 to size - 1 do begin bl[0] := bl[0] + lightmap[i * 3 + 0]; bl[1] := bl[1] + lightmap[i * 3 + 1]; bl[2] := bl[2] + lightmap[i * 3 + 2]; inc(pSingle(bl), 3); end;
Thanks for sharing!
Bookmarks