SourceForge.net Logo

2003-03-10:
hello, I am starting project aiming to make quake usable as a web-like game server.
for now don't mind my low site quality as at present I lack an html editor so I am hand entering this
a few screenshots exist on my old site, as well as stuff relating to my last project.
downloads should come eventually, there are a few things I want to get done before making the code generally available though.

http://bgb1.hypermart.net/: my old site

2003-03-16:
I am redesigning entity system.
edicts are now under control of my mm, and each edict has its own allocation. this required a bit of effort as it seemed a lot of the code had used edicts in their own ways.
now only pointers to edicts and entity indices are used, this required eliminating all direct references to the edict table. I am now using a large vector (a fix is needed to allow vectors longer than 4095 elements) to hold references to edicts, each edict is a typex object. I have worked on the typex system to allow a lot more to be done with them. typex objects now have functions such as apply, mark, swizin, swizout, ... associated with them via an info structure. I am imagining that it may be possible to store edicts in the store this way.

I am wondering if I should just drop progs all together and start rebuilding system from there. this would be a large jump, but should be acceptable (though for a while I would have no real monsters or objects...).

2003-03-19:
trying to upload source image and some data, very slow...
I have removed progs and am now building up my scripts system. as of now not much is supported, I have limited zombies and some player stuff (movement, jumping, axe, start of a damage system).
it will be a while before I have much. I will need a bit more before I can really start developing the protocol much...

2003-03-22:
I continue working on scripts, I now have an axe and rocket launcher.
the player-weapon interface has been cleaned up a bit. it is also now possible to pick up weapons (causing the last one to be dropped).
protocol has been worked on some. more of progs has been stripped off, pr_edict.c and a dummy progs.dat based on defs.qc is all that remains.
I had found some use for constraints, so at least that justifies their prescence (they were used to fake forward/right/up/... vars in edicts).

2003-04-04:
I have been working on related tools to work on the main engine is not making that much progress.
I have been creating some modeling tools to compensate for my lack of presently and decent cad software. my tools support skeletal modeling, I plan on implementing some stuff for skeletal models in the main engine.
I was considering writing a cad program but this would be a notable project, so for now I am doing hand modeling.
I have created 'bgf 0.2', which I will presently define as s-expression based (like lisp). my plan is to use a binary format for models to be used by the engine.
I had considered md4 but realized that it would not be sufficiently flexible for my goals. it did give some ideas for features though (such as multiple skins). I am considering handling skins on a per piece/primative basis as having to fuss with polys is a bit much for hand editing...


cr88192@hotmail.com