Notices by a1batross (a1ba@idtech.space)
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a1batross (a1ba@idtech.space)'s status on Friday, 22-Nov-2024 16:55:23 JST a1batross fully modeled gman briefcase -
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a1batross (a1ba@idtech.space)'s status on Friday, 22-Nov-2024 16:45:52 JST a1batross To get myself familiar with the Quake III engine branch used in Alice, which in my assumption should be quite similar to what's used in Ritual's FAKK2, I fixed the published SDK to build with modern C++ compilers.
It didn't turned out to be really hard, other than typical pre-standard C++ incompatibilities I've seen porting HLSDK countless times for modern compilers, there isn't much needed to be done.
And look, it even gets loaded in original Loki Games' port of this game!
The source code is at https://github.com/a1batross/fakk2-sdk
To compile and install (backup the original cgame.so/fgame.so just in case) just run:
```
cd source
CC="cc -m32" CXX="c++ -m32" ./waf configure build install --destdir=path/to/install/bin/x86/glibc-2.1
``` -
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a1batross (a1ba@idtech.space)'s status on Tuesday, 19-Nov-2024 05:29:26 JST a1batross I found and successfully infiltrated the base where idtech.space servers are located In conversation from idtech.space permalink Attachments
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a1batross (a1ba@idtech.space)'s status on Sunday, 17-Nov-2024 21:29:07 JST a1batross collective fedi mind
do you which linux steam runtime version goldsrc uses? Both legacy and hl25 branches...In conversation from idtech.space permalink -
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a1batross (a1ba@idtech.space)'s status on Sunday, 17-Nov-2024 21:29:06 JST a1batross Doesn't look like scout. It's quite buggy if I run it through scout. In conversation from idtech.space permalink -
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a1batross (a1ba@idtech.space)'s status on Sunday, 17-Nov-2024 21:29:00 JST a1batross @mittorn that one is scout In conversation from idtech.space permalink -
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a1batross (a1ba@idtech.space)'s status on Sunday, 17-Nov-2024 21:28:56 JST a1batross @mittorn yeah but it was also updated several times. However, gcc version hasn't changed until hl25 which says:
`GCC: (SteamRT 5.4.0-7.really.6+steamrt1.2+srt2) 5.4.1 20160803`
steamrt 1.2? wtf is thatIn conversation from idtech.space permalink -
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a1batross (a1ba@idtech.space)'s status on Sunday, 17-Nov-2024 21:28:51 JST a1batross @mittorn that explains everything In conversation from idtech.space permalink -
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a1batross (a1ba@idtech.space)'s status on Sunday, 17-Nov-2024 21:28:49 JST a1batross @mittorn yeah, this is scout. They still keep updating it, and heavy is dead
https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/blob/main/docs/ld-library-path-runtime.md
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a1batross (a1ba@idtech.space)'s status on Thursday, 07-Nov-2024 17:57:42 JST a1batross I'm a big Half-Life fan In conversation from idtech.space permalink Attachments
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a1batross (a1ba@idtech.space)'s status on Thursday, 07-Nov-2024 15:49:40 JST 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 flavorIn conversation from idtech.space permalink -
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a1batross (a1ba@idtech.space)'s status on Monday, 14-Oct-2024 22:26:31 JST a1batross Everybody asks why node graph out of date
But nobody asks node graph on a dateIn conversation from idtech.space permalink -
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a1batross (a1ba@idtech.space)'s status on Thursday, 05-Sep-2024 04:27:35 JST a1batross @a1ba @eukara @hj now it works heh, thanks :3 In conversation from gnusocial.jp permalink -
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a1batross (a1ba@idtech.space)'s status on Monday, 26-Aug-2024 23:57:05 JST a1batross Freeman, right? I've got a message for you. Make sure you don't- (gets shot and dies)
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a1batross (a1ba@idtech.space)'s status on Monday, 26-Aug-2024 23:36:35 JST a1batross hm, it's almost as if some of these maps were intended to have lit water...
...no, of course, they mostly weren't, but soon level designers would be able to easily configure it through worldspawn's key/value settings in a new feature coming to xash3d-fwgsIn conversation from idtech.space permalink Attachments
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a1batross (a1ba@idtech.space)'s status on Monday, 03-Jun-2024 17:45:53 JST a1batross So now you can do this
Really like how remapping palette indices worked out, this way it's theoretically possible to draw anything right from UI, not only horizontal stripes.In conversation from idtech.space permalink Attachments
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a1batross (a1ba@idtech.space)'s status on Thursday, 23-May-2024 07:43:57 JST a1batross >https://www.half-life.com/en/halflife25
>Full SDK update will come later, but level designers can use it now.
they forgor 💀In conversation from idtech.space permalink Attachments
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a1batross (a1ba@idtech.space)'s status on Wednesday, 01-May-2024 05:51:42 JST a1batross In Half-Life, NPC mouth openness updates only once in a while, in original algorithm it collects 10 samples, picking only few sampling points per frame, resulting in updates each 5-6 frames in 60 FPS, thus 10 FPS.
Many years ago, I tried interpolating the mouth to make it smoother, but never showed it to anyone.
So... yay, or nay?In conversation from idtech.space permalink Attachments
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a1batross (a1ba@idtech.space)'s status on Tuesday, 05-Mar-2024 22:43:30 JST a1batross did valve had lightmapped water in hl1?
https://valvearchive.com/archive/Half-Life/Half-Life/Screenshots/Technology%20Demos/glowwater_bullchicken2.jpgIn conversation from idtech.space permalink Attachments
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a1batross (a1ba@idtech.space)'s status on Thursday, 25-Jan-2024 03:14:21 JST a1batross Some users were very concerned about their microphone glowing LEDs and their operating systems warn about microphone usage right after starting the engine, so I moved capture device opening to svc_voiceinit handler, and closing it in client disconnect, so we never have a microphone device opened if we don't need it.
Opus decoder and encoder still initialized early, though.
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