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a1batross
Combination of bloom effect and NaN somewhere in fragment shaders leads to pretty bizzare glitches. Epilepsy warning.
a1batross
quick test, no cheating please :)
which of these isn't a string.h standard __or__ a BSD/GNU/MS extension function? Anonymous poll
Poll
strlcat
0
0%
memmem
0
0%
rawstrrchr
0
0%
stristr
0
0%
memfrob
1
0%
strxfrm
0
0%
rawmemchr
0
0%
strfry
1
0%
strrev
0
0%
memicmp
0
0%
strcoll
0
0%
strcasesep
0 people voted. 0
0%
Voting ended 29 April at 1:24.
a1batross
It sure took me long enough, but #ElegyEngine can now render textured models !!! Also got a pretty colourful "missing texture" texture now. Should be very easy to notice and still look aesthetically pleasing
a1batross
https://github.com/FWGS/xash3d-fwgs/blob/master/Documentation/environment-variables.md
another small addition to vastly missing documentation...
a1batross
Did you report your status report to the administrator today?
a1batross
real time
growing moss
a1batross
By the way, one of the old Half-Life mods suddenly released a demo https://www.moddb.com/games/ionization/downloads/ionization-video-game-intro-demo-version-10 after years of radio silence.
And it uses our Xash3D FWGS, alongside with @snmetamorph 's PrimeXT
a1batross
https://github.com/TheOverfloater/pathos-public
Pathos Engine became open source, under MIT license. Author seems took a lot of inspiration from Quake and GoldSrc.
a1batross
did valve had lightmapped water in hl1?
https://valvearchive.com/archive/Half-Life/Half-Life/Screenshots/Technology%20Demos/glowwater_bullchicken2.jpg
a1batross
With opensourced Steam Audio...
...would it be possible to restore A3D to Half-Life 1? Of course not as the original but something that might sound very similar.
a1batross
https://www.youtube.com/watch?v=qB_A36wFLVE
Didn't know that Rebecca Heineman also worked on the cancelled HL1 MacOS port.
a1batross
The worst part of Quake I, II and GoldSrc is how the lightmap tied to texture scale. It completely breaks dynamic lights for a classic GL1/software renderer.
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