Clover’s Toy Box development: adding an audio mixer, expanding DDS image support, and year’s end recap.
Continue reading Clover’s Toy Box 22.12Category Archives: Technical
Clover’s Toy Box 22.10
Clover’s Toy Box development: adding Wolfenstein model formats, MP3 with metadata, and vertex tangents.
Continue reading Clover’s Toy Box 22.10Clover’s Toy Box 22.09
Clover’s Toy Box development: rendering Heavy Metal FAKK2 models, supporting more SDL features, fixing platforms I don’t usually test, and more.
Continue reading Clover’s Toy Box 22.09Clover’s Toy Box 22.07
Clover’s Toy Box development: rendering Star Trek Voyager—Elite Force MDR models, Doom 3 MD5 models, browsing archives, and various issues I ran into.
Continue reading Clover’s Toy Box 22.07Clover’s Toy Box 22.04
Clover’s Toy Box development: A 10th anniversary, Turtle Arena performance, ANGLE, OpenGL 1.1, and Android.
Continue reading Clover’s Toy Box 22.04Clover’s Toy Box 2021
Another year of working on rendering and game data formats in Clover’s Toy Box.
Continue reading Clover’s Toy Box 2021Quake 3 1.16n
We did not receive the source code for versions prior to 1.32c and there is no way for us to go back to 1.16n or other old versions. For the very few mods that require 1.16n, there is no way to make them work on ioquake3.
https://wiki.ioquake3.org/Sys_Admin_Guide (or view on archive.org)
I read this in 2008 when I was looking at using ioquake3 for creating a game. From time to time people ask about Quake 3 1.16n for running the mod NoGhost or it comes up for playing with Quake 3 for the Sega Dreamcast using DreamPi.
Continue reading Quake 3 1.16nClover’s Toy Box 2020
In 2020 I continued working on rendering for Clover’s Toy Box.
Continue reading Clover’s Toy Box 2020Clover’s Toy Box 2019
This year a lot of progress has been made on geometry and text rendering for Clover’s Toy Box.
Continue reading Clover’s Toy Box 2019Merging Process: CGame Lighting Control
Insight into the Q3/RTCW/ET/EF/JK2/JA/etc engine merging process for Spearmint.
Not feeling quite ready to take on Spearmint issue 135, I decided to add support for Elite Force’s RF_FULLBRIGHT (used by holodeck door at level start). I quickly decided to generalize cgame’s control of ambient light.