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TOO FUCKING 'ARD (Unreal format)

Name: Anonymous 2023-08-20 19:54

Would there be any possibility of using this ( sourceforge.net/projects/ushock/ ) to somehow get unreal levels to load on our opensource engine (It's in C, but it's very C++ like)? ( sourceforge.net/projects/chaosesqueanthology/ ) (darkplaces fork)

I looked at the code and it looks insane daunting (your viewer), how did you make it?
In our engine one just goes to model_brush.c adds a file handler, and then model_shared and points to that handler. But this one is so involved.

It's like wheels within wheels and we'd never beable to ever adapt it. :(
Since we don't have it in our head.

The best we were able to do recently is get obj files working as proper maps.

Name: Anonymous 2024-01-13 14:32

>>359
I made a new thread because I wanted to save a snippet of advert that I was posting to IRC.
You, a faggot male, think that it was in response to you. Because you think you are the main character.

Name: Anonymous 2024-01-13 18:14

https://www.rdos.net/eng/


Your score: 17 of 200
100% probability of being typical (neurotypical)

Fuck you transfaggot

Name: Anonymous 2024-01-13 18:15

Name: Anonymous 2024-01-15 2:59

deltora-quest ep-22 18:41

Name: Anonymous 2024-01-22 18:41

Model_brush.c is the main file where new map and model formats are parsed: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/model_brush.c

An example one is void Mod_OBJ_Load on line 7562. Which loads the triangle data for an obj file (loads the vertex and then the face data).
It would be nice to load the .unr map type too. These usually contain much less triangle data than any object file: but they are and were high quality maps and were fun.

Then a line is added in Model_shared.c to let the engine know that format is now parsable and what subroutine to use: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/model_shared.c
An example of this is in Mod_LoadModel, the on line 575 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend); . Which tells the engine if the file extension is .obj to execute Mod_OBJ_Load.

There are also .h files for both to add the headers of any new subroutine or global variable used.

There is C++ code to load .unr files here: https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2
But our engine is C. The C++ code is opensource.

Please help.
This engine can already load PSK files from later unreal formats, and this opensource game has already implemented weapon models and weapon game code similar to many of the unreal and unreal tournament weapons. All opensource (code and media). If .unr model/map loading could be added then all those maps could be enjoyed in a project all opensource programmers could use.

Name: Anonymous 2024-01-23 8:01

Name: Anonymous 2024-01-24 6:26

Name: Anonymous 2024-01-24 18:16

Name: Anonymous 2024-01-25 4:43

if it ain't lisp, it's crap.

Name: Anonymous 2024-01-26 1:21

>>369
RMS wrote a C compiler.

Name: Anonymous 2024-01-26 10:07

>>370

RMS is an opportunist, who took the public domain Pastel compiler, renamed it to GCC and found noname volunteers to work free of charge on its development, while taking all the fame, funding money and monetary awards (I think Stallman got awarded a few mullions USD, before they cancelled him for being a pedophile of all things).

Typical pedos are just deeply disturbed incels, who are too insecure to date grown adults and therefore find it easier to approach children, but the Stallman-Minsky-Esptein tier pedophilia grows out of the upper class depravity and desire for the forbidden fruit, since they believe they are the gods themselves.

Apparently GNU/Linux community finds it cool and edgy when an obese psychopathic elitist pedophile represents them. But can you at least find a person who did some actual programming? Even Leah Culver (or Leah Rowe) will do. Buy Ubuntu now and get free Leah's bath water!

Name: Anonymous 2024-01-26 22:14

EXPERT PROGUERAMMER.

Name: Anonymous 2024-01-26 22:34

>>371
RMS is an opportunist, who took the public domain Pastel compiler, renamed it to GCC and found noname volunteers to work free of charge on its development,
You cite lisp as "the best" because you know geeks like RMS and RMS claimed to like lisp. You juxtapose this vs C (this engine's programming language). However RMS wrote a C compiler so this doesn't work. White faggot.

>while taking all the fame, funding money and monetary awards (I think Stallman got awarded a few mullions USD, before they cancelled him for being a pedophile of all things).
The funding came from Bill Gates through Jeffery Epstine.



>Typical pedos are just deeply disturbed incels,
Incels are incels because they want real money and won't work for anything other than real money. Money was invented in Sumer to purchase female children for marraige; that is it's first purpose.
>who are too insecure to date grown adults and therefore find it easier to approach children,
Little girls are nice and docile. Adult women are not. Under rabbinical law a female is no longer a true virgin after first blood.
You're a white faggot and will be killed in the upcoming war.

but the Stallman-Minsky-Esptein tier pedophilia grows out of the upper class depravity and desire for the forbidden fruit, since they believe they are the gods themselves.
Incorrect. The upper class can read latin, greek. They know what the old stories, laws, fables, etc say. They all are in favor of child brides and see young virgin girls as the desirable object to subject. White people, such as yourself, will be exterminated. Do you understand white faggot?

Name: Anonymous 2024-01-28 1:11

|release announcement = https://sourceforge.net/projects/chaosesqueanthology/files/Rel_117zzzzzzzv_____7b___2b_c-_%2B%2BWIP15%2B%2B%2B%2B%2B%2B%2B%2B%2B%2B%2B%2B%2B%2B_/
|language =
|library =
|platform = {{Windows}}, {{GNU/Linux}}, {{Mac}}
|link homepage = https://sourceforge.net/projects/chaosesqueanthology/
|link blog = https://sourceforge.net/p/chaosesqueanthology/blog
|link chatweb =
|chat =
|link feed = https://sourceforge.net/p/chaosesqueanthology/blog/feed
|link forum = https://sourceforge.net/p/chaosesqueanthology/discussion/general/
|link pad =
|link project = https://sourceforge.net/projects/chaosesqueanthology/
|link tracker = https://sourceforge.net/p/chaosesqueanthology/tickets/
|link volume1_download = https://sourceforge.net/projects/chaosesqueanthology/files/latest/download
|link volume2_download = https://sourceforge.net/projects/chaosesqueanthologyvolume2/files/latest/download
|link scmweb = http://chaosesqueanthology.git.sourceforge.net/git/gitweb.cgi?p=chaosesqueanthology/xonotic-data.pk3dir;a=tree
|link scmengine = https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/
|link .unr_format_wanted_please_help = https://sourceforge.net/p/chaosesqueanthology/tickets/2/
|scm =
}}
'''Chaos Esque Anthology''' is a first-person shooter forked from [[Xonotic]], it includes new features such as extended number of weapons (including medieval weapons), new maps, vehicles, spellcasting, monsters, player characters, textures and game modes.

Note: This project is open to adding any map format that can be programmed (without using additional external libaries) in C.
It has allready implemented Wolfenstine:EnemyTerritory map loading, aswell as support for use of .obj files as maps themselves (extension: .obj_from_mc , added to maps directory)
Note: .unr (unreal97) map format is desired, please see: https://sourceforge.net/p/chaosesqueanthology/tickets/2/
C++ code has been found that displays the .unr map format (linked above). This engine is in C.
Please if you are reading this, consider assisting this project. The engine source code is here: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/
The relevant files are: model_brush.c (.h) and model_shared.c (.h). A useful subroutine to look at is in model_brush.c : Mod_OBJ_Load on line 7562 , which loads triangle data and face data from the .obj format. The .unr format has all the triangle and face data baked into the format; no interpolation is needed (unlike .t3d).

Name: Anonymous 2024-01-28 1:16

uxas.lxkkmgskjkb.tkz/bokczuvoi.vnv?l=23&z=19814

Name: Anonymous 2024-01-28 21:44

Dear FreeSoftwareGameDevs
Remeber Unreal from 1997, and UnrealTournament from 1999? I used to make maps for those games. There were 100s of maps, maybe 1000. Now-a-days I code C, QC, and do 3d/music/texture/map work for ChaosEsqueAnthology. Just like you guys work on your fun projects. So 10, 15 years ago I asked Darkplaces Devs to add Wolfenstine:EnemyTerritory map support to Darkplaces engine: since the format was not too different than Quake3 format which was allready supported. They laughed at me and never did it in all the 10... I think more like 15 years. So a few years ago (1 year ago or so), I took a crack at it. It took a month but I got it working. Took a buch of C engine work, and some QC game code work.That got us 600+ maps that can be used in this completely opensource game.

This summer I noticed that minetest/minecraft/bzflag/etc/etc all export to .obj. However the engine can load .obj but only as a model: and wouldn't display bzflag obj at all. It took 2 weeks but obj files can be used directly as maps in this game now: named .obj_from_mc . Directives can be added to the file name to scale etc, and what once was a day long export and compile ordeal from minetest/minecraft is now a 2 min export. Bzflag objects work too now (.obj_from_bz) : there was a disagreement between what an "obj" file was between the engine and bzflag previously. Exports from blender, sketchfab, to obj obj_from_mc work great as maps too now: photogramatory etc.

I suppose this is getting abit long winded here; but the idea is that this project is willing to add new map types to load, new model formats, etc. Something that's not always the case with projects. Also it has good game code: 200 weaps, 30 vehicles, city generation, spells, monsters, etc. So there are good reasons to add to this project. Everything is opensource: media, code, music, models, maps, etc.

So what I'm asking is if you could help me, us, if there is an us. We want .unr format to beable to be loaded. We just need the triangle and face data: the engine already does rendering. Could you help us? We need more contributors. We know how long it would take; and know it's abit beyond us. We need more people.

You all code C. Some of you might code C++.

This engine is in C. More map formats like .unr are desired. Some code has been found (open/free) in C++ that achieves this. Could you help?

Note: .unr (unreal97) map format is desired, please see: https://sourceforge.net/p/chaosesqueanthology/tickets/2/ C++ code has been found that displays the .unr map format (linked above). This engine is in C. Please if you are reading this, consider assisting this project. The engine source code is here: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/ The relevant files are: model_brush.c (.h) and model_shared.c (.h). A useful subroutine to look at is in model_brush.c : Mod_OBJ_Load on line 7562 , which loads triangle data and face data from the .obj format. The .unr format has all the triangle and face data baked into the format; no interpolation is needed (unlike .t3d).

Note: This project is open to adding any map format that can be programmed (without using additional external libaries) in C. It has already implemented Wolfenstine:EnemyTerritory map loading, as well as support for use of .obj files as maps themselves (extension: .obj_from_mc , added to maps directory)

Name: Anonymous 2024-01-29 2:19

Remember when this board wasn't shit, neither do I.

Name: Anonymous 2024-01-31 7:05

default:
sv_player_maxs "16 16 45"
sv_player_mins "-16 -16 -24"
sv_player_crouch_maxs "16 16 25"
sv_player_crouch_mins "-16 -16 -24"

thin:
sv_player_maxs "8 8 45"
sv_player_mins "-8 -8 -24"
sv_player_crouch_maxs "8 8 25"
sv_player_crouch_mins "-8 -8 -24"

Name: Anonymous 2024-02-07 12:15

07:52 -!- Irssi: Join to #xonotic was synced in 2 secs
07:52 < c2ccc> hello
07:52 < c2ccc> mario: I heard that it took a day to make minectf?
07:53 < c2ccc> MrBougo: is that true?
07:53 < c2ccc> divVerent: I want unreal map laoding
07:53 < c2ccc> https://sourceforge.net/p/chaosesqueanthology/tickets/2/
07:54 < c2ccc> DIVVERENT
07:54 < c2ccc> I WANT UNREAL 97 and UT99 MAP LOADING
07:54 < c2ccc> or really just the triangle and face data
07:54 < c2ccc> I found C++ code to do it: https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2
07:54 < c2ccc> so.. divVerent ... can you do it for me please
07:55 < c2ccc> be a friend
07:55 < c2ccc> be a friend
07:55 < c2ccc> be a friend
07:55 < c2ccc> BE A GERMAN FRIEND
07:55 < c2ccc> https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/
07:57 < c2ccc> ....
07:57 < c2ccc> i was looking at bsp version 59 today
07:57 < c2ccc> (COD1)
07:57 < c2ccc> everyone was like "it's totally like q3 bsp"
07:57 < c2ccc> "it's exactly like rtcw bsp"
07:57 < c2ccc> this wasn't the case
07:57 < c2ccc> in my 15 min investigation I wasn't able to get it to load
07:58 < c2ccc> segfaulted
07:58 < c2ccc> thus it would take a month to decypher that format
07:58 < c2ccc> if possible
07:58 < c2ccc> and lots of trial and error
07:58 < c2ccc> unreal is documented and has a working opensource version tho
07:58 < c2ccc> so could be done by ... someone else
07:58 < c2ccc> cloudwalk never finished vbsp btw is that so?
07:59 < c2ccc> in xon dp .c it says it crashes
07:59 < c2ccc> well my version of "COD1" loading crashes too
07:59 < c2ccc> that's no progress is it?
07:59 < c2ccc> my RTCW / ET code crashed too...
07:59 < c2ccc> until it didn't
07:59 < c2ccc> then crashed on some edge cases
07:59 < c2ccc> until it didn't
07:59 < c2ccc> and then it worked
08:00 < c2ccc> but until first light: nothing's really been done right?
08:00 < c2ccc> MrBougo: TELL divverent I want unreal map loading
08:00 < c2ccc> MrBougo: tell him
08:00 < c2ccc> and there's C++ code to do it (from unreal, unreal99, up to unreal2) and it works nice
08:01 < c2ccc> (.unr) UShock(C++): http://sourceforge.net/projects/ushock/
08:01 < c2ccc> divVerent: I WANT UNREAL MAP LOADING
08:01 < c2ccc> oh it takes me 2 seconds to make a minectf type map ; since I did that obj as map format work
08:02 < c2ccc> mine* and bzflag do not agree with DP on what a "proper" obj file is it seems, especially bzflag. And their shader stuff is wrong off the bat too
08:02 < c2ccc> but works here now
08:02 < c2ccc> but minectf is still the best
08:02 < c2ccc> anyone here

Name: Anonymous 2024-02-07 12:16

08:04 -!- mode/#darkplaces [+v android] by Caleb
08:04 <+android> hi
08:04 <+android> divVerent: I want unreal map loading
08:04 <+android> UShock(C++): http://sourceforge.net/projects/ushock/
08:04 <+android> https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/
08:04 <+android> https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2
08:05 <+android> https://sourceforge.net/p/chaosesqueanthology/tickets/2/
08:05 <+android> divVerent: please
08:05 <+android> cmon be a friend
08:05 <+android> where is havoc?
08:05 <+android> divVerent: I did the rtcw stuff: so you do one too
08:06 <+android> graphitemaster: hi
08:06 <+android> Diablo-D3: hi
08:06 <+android> MrBougo: mi
08:06 <+android> eukara: hi
08:06 <+android> eukara: what do you think of the fact that I ripped off and stole your networking idea
08:06 <+android> eukara: what do you THINK OF THAT
08:07 <+android> eukara: and put it in a GPL work against your BSD belief system
08:07 <+android> where is cloud walk
08:07 <+android> did he finish vbsp?
08:07 <+android> xonotic's git repo of darkplaces says in the source code that it "crashes"
08:08 <+android> which... well how is that any progress then?
08:08 <+android> my version of rtcw / enemy territory code crashed too
08:08 <+android> until it didn't
08:08 <+android> and then crashed on edgecases
08:08 <+android> until it didn't
08:08 <+android> just like my today's investigation of bsp version 59
08:08 <+android> that crashes :P
08:09 <+android> because it's actually not very similar to rctw nor q3
08:09 <+android> unlike online everyone claiming it is
08:09 <+android> there are 23 hunks which do something, vs q3's 12
08:09 <+android> so I see no havoc, and no cloudwalk
08:10 <+android> and no one here is talking
08:10 <+android> and no one on #xon is talking

Name: Anonymous 2024-02-07 12:16

08:10 < android> hello
08:10 -!- #qc Cannot send to channel
08:10 -!- mode/#qc [+v android] by Caleb
08:10 <+android> hello
08:10 <+android> hello
08:10 <+android> divVerent: divVerent: divVerent: divVerent: divVerent: divVerent: divVerent: divVerent:
divVerent:
08:10 <+android> I _WANT_ unreal 97/ut99 map loading
08:10 <+android> (just need the triangle data and faces: just like obj)
08:10 <+android> can you do it please
08:11 <+android> I don't want to do more engine work
08:11 <+android> I feel my soul is being sucked out when I do engine work
08:11 <+android> divVerent: divVerent: divVerent: divVerent: divVerent:
08:11 <+android> I posted the C++ opencode that can do it
08:11 <+android>
https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2
08:11 <+android> http://sourceforge.net/projects/ushock/
08:12 <+android> so divVerent can you just do it
08:12 <+android> you are _GERMAN_
08:12 <+android> like RAMMSTIEN
08:12 <+android> https://sourceforge.net/p/chaosesqueanthology/tickets/2/
08:12 <+android> plz
08:12 <+android> plz
08:12 <+android> It's not like I didn't do anything
08:12 <+android> I contributed retuen to castle wolfenstine and enemy teritory loading
08:12 <+android> and various other things
08:13 <+android> so I'm asking you
08:13 <+android> please
08:13 <+android> be the divVerent I know
08:13 <+android> the one that just does all the coding things
08:13 <+android> here's what I recall
08:13 <+android> Q) "Divverent I want lazer"
08:13 <+android> A) misc_laser (a day later)
08:14 <+android> Q) "Divverent I want... lighting like that is in netradiant, but in the engine, looks
good enough to me, don't have to light things then, and radiant does it immediatlly"
08:15 <+android> A) shader a day later, then fakelight, then fullbright directed
08:15 <+android> Q) "Divverent I want portals like un unreal"
08:15 <+android> A) portals, divVerent did it
08:15 <+android> divVerent also taught me QC
08:16 <+android> and I eventually learned some of the engine too
08:16 <+android> because divVerent is german
08:16 <+android> germany
08:16 <+android> german
08:16 <+android> g e r m a n y
08:16 <+android> deuschlanden

Name: Anonymous 2024-02-07 20:23

hey if i join your channel can i shit it up too

Name: Anonymous 2024-02-08 14:36

10:14 [@Ishmael ] [+eihrul_ ] [+MrBougo ] [ android ]
10:14 [@Mercury ] [+eukara ] [+mv ] [ graphitemaster]
10:14 [@Ophelia ] [+feh ] [+q66 ]
10:14 -!- Irssi: #darkplaces: Total of 27 nicks [7 ops, 0 halfops, 18 voices, 2 normal]
10:14 -!- Channel #darkplaces created Fri Sep 19 16:35:06 2008
10:14 -!- Irssi: Join to #darkplaces was synced in 0 secs
10:14 -!- mode/#darkplaces [+v android] by Caleb
10:14 <+android> divVerent: hi
10:14 <+android> divVerent: can you please add unreal map loading
10:15 <@Dresk> Yes
10:15 <+android> divVerent: I did rtcw/wolfenstine:et loading
10:15 <+android> so I want you to do the other one please
10:15 <+android> it's too hard for me
10:15 <+android> but I did a format and contrib'd it
10:15 <+android> so you do one too
10:15 <+android> it's only fair
10:15 <@Dresk> I'll send a mule to kick over a shed with the code in it
10:15 <+android> Dresk: :)
10:15 <+android> that sorta is what i need
10:16 <+android> the existing opensource code is in C++
10:16 <+android> with 600 classes
10:16 <+android> because that's how they do in C++
10:16 <+android> but people say it might be re-codable in C
10:16 <+android> which is what our engine here is in
10:16 <@Dresk> Why not use Rust and be declared a communist
10:16 <+android> Dresk: I got minetest and minecraft exports working in the engine
10:17 <+android> obj had to be made 'propah' map format first
10:17 <+android> and then there were weird shader things that had to be done
10:17 <+android> but it's done
10:17 <+android> and then I had to make a big pk3 with all the minetest textures
10:17 <+android> and then shaders for all the combined ones
10:18 <+android> bzflag does not export proper objs
10:18 <+android> so I had to do a seperate parser for that (to not corrupt regular model objs)
10:18 <+android> and minetest did things abit differently too, so that's a seperate function too
10:18 <+android> map.obj_from_mc if it's from minetest/minecraft
10:19 <+android> and map.obj_from_bz for bzflag
10:19 <@Dresk> Get off the caffeine this morning man
10:19 <+android> im not on caffeine
10:19 <+android> just telling you what I did abit ago
10:19 <+android> just got out of the pool too
10:19 <+android> Dresk: I read the mozilla/netscape coding guideline
10:20 <+android> where the head coder of netscape navigator said it's better to make a new function, even if similar to an existing function, than to break working code
10:20 <+android> hence these other obj based maps are done by a seperate function
10:21 <+android> Dresk: you can do stuff like map.scale2.obj_from_mc etc too
10:21 <+android> which I use for quick exports into DM levels of photogrammatory models
10:21 <+android> on the QC side I have a lot of code for adding spawnpoints and such.
10:21 <+android> so you don't have to do anything
10:21 <+android> just export to obj
10:21 <+android> rename the suffix, and you're done
10:22 <+android> takes the 1 day of minecraft exporting and makes it 2 seconds
10:22 <+android> divVerent: hi
10:22 <+android> divVerent: please unreal map loading
10:23 <+android> divVerent: C++ code:
10:23 <+android> https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2
10:23 <+android> http://sourceforge.net/projects/ushock/ <---See
10:23 <+android> it does it
10:23 <+android> so https://sourceforge.net/p/chaosesqueanthology/tickets/2/
10:23 <+android> https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/
10:24 <+android> divVerent: be a friend
10:26 <+android> Dresk: so where is havoc and cloudwalk?
10:26 <+android> ls
10:26 <@Dresk> They are all on Matrix now
10:26 <+android> MrBougo: you here?
10:26 <+android> Dresk: why?
10:26 <@Dresk> Because they switched
10:26 <+android> Dresk: so they can delete people's comments if they don't like them?
10:27 <@Dresk> I wouldn't know, I'm here
10:27 <+android> unlike IRC where you can't go into peoples clients and back delete comments
10:27 <+android> Dresk: they're faggots then
10:27 <+android> can't handle text
10:27 <+android> I hate discord and matrix and all that garbage because of that
10:28 <+android> it's just 24/7 deleting comments passive aggressivly by faggots
10:28 <+android> Dresk: I asked havoc 15 years ago for rtcw/wolfenstine:enemyterritory map support
10:28 <+android> he never did it even though he said it was "easy"
10:28 <+android> I did it a few years ago
10:28 <+android> took a month
10:29 <+android> Dresk: everything's "easy" in theory
10:29 <+android> testing lots of maps and finding the edgecases and crashes is less so
10:30 <+android> but they didn't do it in decade+
10:30 <+android> that's how easy it is
10:30 <+android> same with anything I've done
10:30 <+android> I get told it's easy and yet I have to eventally do it
10:30 <+android> unreal is not easy
10:30 <+android> divVerent: GERMAN
10:31 <+android> Dresk: is divVerent still german, and still a man?
10:31 <+android> I know he defected to this country for some reason
10:31 <+android> after telling me how much he hates the USA for years
10:32 <+android> which, since he's German, I understand: USA bombed his country and defeated it with Russia
10:32 <+android> so he has no reason to like it
10:32 <+android> but then why defect to America?
10:32 <+android> why not build up his Germany?
10:32 <+android> his Deuschlanden
10:32 <@Dresk> Listen what limited chat is left here is for DP, so let's stick to that topic
10:33 <+android> Dresk: I want unreal map loading in dp
10:33 <+android> Dresk: I've implemented some map formats for dp myself
10:33 <+android> (I linked to my code above)
10:33 <+android> Dresk: I know when it's too hard for me so I'm asking you guys
10:34 <+android> Dresk: I've modeled and QC programmed most of the requisite weapons needed allready. All opensource.
10:34 <+android> so I didn't do nothing
10:34 <@Dresk> Well I don't work on the engine anymore, I provide tech support, so you'll have to wait for someone to come around
10:34 <+android> Dresk: can you ask them
10:34 <+android> Dresk: I'm moving from one resort to another today
10:34 <@Dresk> Sure
10:34 <+android> and won't be online
10:34 <+android> thanks
10:35 <+android> Dresk: I posted all the relevant files to that ticket on sourceforge
10:36 <+android> I mentioned the QC and model work I did to show that I'm committed to doing whatever ancillary work I am able to do on this: that if someone were to implement triangle and face loading from the unreal format (97, 99, original) that they won't be left hanging for the rest
10:36 <+android> Thank you , I got to go
10:36 <+android> see you
10:36 <@Dresk> Take it easy

Name: Anonymous 2024-02-08 14:37

>>382
hey if i join your channel can i shit it up too

Talking about darkplaces coding on #darkplaces isn't "shitting it up" you fucking transfaggot piece of fucking shit.

Name: Anonymous 2024-02-18 12:25

White people are morons.
If they weren't they wouldn't be called white.
They would be called English, Greek, German, etc.
Tesla was called his specific ethnicity.
More specificity is given when someone was of some value.
Whites throw their issue out as soon as they can.
Not having wanted any.

Name: Anonymous 2024-03-30 20:20

Help with this please.

Name: sage 2024-04-01 5:58

sage

Name: Anonymous 2024-04-02 8:53

>>387
I have no fear of death
More importantly, I do not fear life
--Stephen Seagal.

(go fuck yourself . 187 on your 387)

Name: Anonymous 2024-04-05 18:16

>>385
Who idiotifisys as "white"? I'm 5/8th German, because I know my heritage.

Mostly, I call people by their names.

Name: Anonymous 2024-04-06 8:38

>>390
This is a programming thread.

Name: Anonymous 2024-04-07 1:36

>>391
No it's not.

Name: Anonymous 2024-04-07 6:20

Name: Anonymous 2024-04-07 9:28

>>389
But, MikeeUSA, you are Russian.

Name: Anonymous 2024-04-07 10:33

>>393
Modern music is so primitive it can be generated by a markov model.

Name: Anonymous 2024-04-08 13:49

Name: Anonymous 2024-04-08 14:33

Name: Anonymous 2024-04-09 10:31

Name: Anonymous 2024-04-21 15:42

please help game

Name: Anonymous 2024-04-22 3:24

400get

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