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Comment History
LordHavoc
LordHavoc - - 11 comments @ Quake c - parm* variable storage

The lhbitparms code in util.qc in dpmod may also be of use, it allows some extremely fine grained packing of up to 31 bits per parm or 30 bits per cvar (there are a bunch of gotchas on cvars though).

lhbitparms can also extend to using cvars for even more storage (as seen in Prydon Gate), but means you need to copy those cvars to globals, and have a RestoreGame() function that stores the fields back to cvars so that any "restart" commands will have the cvars set properly before the DecodeLevelParms is executed.

Another thing to explore is using fopen (part of FRIK_FILE extension) and load/save character information in a separate file (Prydon Gate does this for multiplayer mode).

Good karma+2 votes
LordHavoc
LordHavoc - - 11 comments @ Display bug!

Actually I was looking at the wrong file when assuming it was RGB, it is in fact RGBA as I suspected.

Your problem here is that hknight.mdl_0.tga has transparent pixels, any transparent pixels will cause the engine to render it as transparent, which is subject to only basic model origin sorting, it doesn't sort triangles so the draw order can be all wrong within the model. This also makes it not cast shadows.

Those pixels I cited are indeed slightly transparent if you zoom in on them in gimp.

Use Flatten Image in GIMP you wish it to not consider this to be transparent.

Good karma+2 votes
LordHavoc
LordHavoc - - 11 comments @ Display bug!

This bug is quite weird, I'm inspecting the tga loading in the debugger, this image has two pixels at 82,20 and 92,20 that are showing as color 0x250404 with alpha 0xDC (in other words the color is 37,4,4,220, but should be 37,4,4,255), despite loading from RGB RLE tga files which by design can not be transparent, and if I dump the data to disk from the debugger it writes it back out as RGB as well (indicating it found no transparent pixels)...

Good karma+2 votes
LordHavoc
LordHavoc - - 11 comments @ Quake c - create and use custom server variables

It's better to put this in default.cfg:
set sv_botmatch 0 "enable bot match"

This creates a cvar if it does not exist, sets the value and the description text of the cvar so the user can see a comment when they tab complete it, additionally all cvars are saved to default values at the end of default.cfg so the user will see this value as default in the cvar description.

You also might want to use this in the qc:
float autocvar_sv_botmatch;

An autocvar variable will automatically mirror (for reading) the value of the corresponding cvar at all times (immediately updates if you use cvar_set), so you can monitor the value with no additional code, note that it is read-only mirroring (cvar_set must still be used to change it).

Good karma+2 votes
LordHavoc
LordHavoc - - 11 comments @ LordHavoc

inFamous is a PS3 exclusive title as far as I know, and thus will never be moddable.

Prototype does not support mods to my knowledge.

In general any "console port" game for PC will not support mods.

Good karma+1 vote
LordHavoc
LordHavoc - - 11 comments @ LordHavoc

I am the creator of the DarkPlaces quake engine (which powers Nexuiz, Xonotic, Steel Storm: Burning Retribution, Blood Omnicide, and others).

If you mean the Havok physics engine owned by Intel, then no.

Good karma+2 votes
LordHavoc
LordHavoc - - 11 comments @ CSQC added and ADS implemented

Looking good.

BTW I added DarkPlaces Engine as a choice, so feel free to change it to that if you want.

Good karma+1 vote
LordHavoc
LordHavoc - - 11 comments @ Ya3dag

Do you realize that Newton Game Dynamics has a license incompatible with the GPL?

You are violating the id Software licensing terms by using Newton.

Please change to Tokamak, Bullet, or Open Dynamics Engine (ODE).

Good karma-1 votes
LordHavoc
LordHavoc - - 11 comments @ Alien vs Predator Gold 2.0

I hate to say it, but you guys really need to change the name and avoid any other trademark violations - trademark law is different from copyright law, a company owning a trademark is *required* by law to sue violators, or they lose control of the trademark.

There may be no copyrighted work here, but trademark law requires Fox to sue, without warning.

And they have a history of suing over the Alien franchise - the first time was Alien Quake TC being sent a "cease and desist letter", they had to pull the entire mod off the web immediately, this is where the term "foxed" was coined - to be foxed is to be sued by Fox.

But on a different note - the code for Alien Vs Predator 1 was open sourced, why not just improve it? Seems easier and more legal, start with what the fans love and take it from there :)

Good karma+4 votes
LordHavoc
LordHavoc - - 11 comments @ Quake 1 In 3D (RED-BLUE)

My engine (DarkPlaces) has been doing this since May 2006, around the same time as this project.

See the r_stereo_* console variables - it supports multiple kinds of anaglyph glasses, and options for side by side viewing (which works fine if you can stand the eye strain, defaults to straight on but can also do cross-eyed if you prefer by negating the r_stereo_separation variable), as well as quad-buffered stereo for highend cards such as NVIDIA Quadro series (vid_stereobuffer variable).

Icculus.org

Or check out Nexuiz which uses DarkPlaces engine without Quake data:
Alientrap.org

Good karma+3 votes
LordHavoc
LordHavoc - - 11 comments @ Two days this week? two updates!

I really dig the style, it looks so much like Doom I almost wondered if it was a Doom port :)

Good work :)

Good karma+1 vote