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173 posts total
a1batross
Texturing bug in Paranoia 1.2 that was reported today...
a1batross
Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it...

It doesn't use shaders, it's really just that software effect implemented modifying the texture and re-uploading to GPU.

I also found some bugs and fixed them. Now it looks even more accurate. Branch isn't merged to Xash3D FWGS master yet, but I sent it for other contributors to review: https://github.com/FWGS/xash3d-fwgs/pull/1475. You can find the binaries in GitHub Actions artifacts, or just wait until it gets reviewed and merged.


Comparison videos:
Instead of trying to add my software water implementation into our software renderer, I did it in an OpenGL renderer that everyone uses and will use anyway. This code waited for this moment for two year until somebody reminded about it...

a1batross
imagine opening XashXT for the first time and the first thing you hear is slowed down russian pop music loop from the 90s
a1batross
I found and successfully infiltrated the base where idtech.space servers are located
a1batross
the full client works too

no 3d acceleration in vm so it's softpipe performance, not even llvmpipe because mesa probably was built without it

anyway it should work better on actual hardware, there is no reason not to, almost no changes were made to the engine

btw I just noticed that we're working on this engine more days than Uncle Mike did when we're just forked it
the full client works too

no 3d acceleration in vm so it's softpipe performance, not even llvmpipe because mesa probably was built without it

a1batross
Saw an omnios release notes, remembered about openindiana, installed it and that's it, xash can now be built for solaris

at least in headless dedicated flavor
a1batross
Half-Life alpha builds can't haunt you.

Half-Life alpha builds that haunt me:
a1batross
I always thought that GoldSrc started off NetQuake and then Valve merged in changes from QuakeWorld.

But I also thought it's happened after Half-Life was released, when shared PMove was added to SDK.

However, nettest1 binaries (sw.dll/hw.dll) seems to have some registered cvars related to prediction which only appeared in QuakeWorld. But HLAlpha doesn't have these cvars yet.

I checked Day One binaries, and they have prediction cvars.

So QuakeWorld migration happened somewhere between September 1997 <-> August 1998.
I always thought that GoldSrc started off NetQuake and then Valve merged in changes from QuakeWorld.

But I also thought it's happened after Half-Life was released, when shared PMove was added to SDK.
a1batross
It seems they're taking place of Prospero05 (Threatening Short) and Suspence07 (Sharp Fear Short)
a1batross
New (well, cut) Half-Life tracks from NetTest1
a1batross
It seems they're taking place of Prospero05 (Threatening Short) and Suspence07 (Sharp Fear Short)
a1batross
🤯 Awesomeness is coming! Our 0.55 release is right around the corner and will be out in the coming days. Until that day, let's talk about Unvanquished and give some news! #gamedev #indiedev #indiegame #floss
https://unvanquished.net/awesomeness-is-coming/
🫨ARE YOU READY FOR SO MUCH AWESOMENESS⁉️
a1batross
Everybody asks why node graph out of date

But nobody asks node graph on a date
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