http://forums.inside3d.com/viewtopic.php?t=1980&highlight=
Experimens with Twig (a phisic engine in QC) and Darkplaces.
Standalone (include it alls):
http://zerror.com/mods/nuketest1standalone.zip
Mod (needs Quake, and one of the latest versions of DP):
http://zerror.com/mods/nuketest1mod.zip
Uses all the same keys as Twig (is built on it).
What you need to know is right mouse button drop a nuke, and again explode it. "E" drop a car.
------------------- --------------------------------------------------------------- ------------------
This is a quick hack to make the normal quake font renders more like a "proportional font".
Since the code is soo simplistic, the rendering is not correct, but still I think it shows potential. Theres probably out here some bitmap proportional font.
Experimens with Twig (a phisic engine in QC) and Darkplaces.
Standalone (include it alls):
http://zerror.com/mods/nuketest1standalone.zip
Mod (needs Quake, and one of the latest versions of DP):
http://zerror.com/mods/nuketest1mod.zip
Uses all the same keys as Twig (is built on it).
What you need to know is right mouse button drop a nuke, and again explode it. "E" drop a car.
------------------- --------------------------------------------------------------- ------------------
This is a quick hack to make the normal quake font renders more like a "proportional font".
//Tei crude proportional fonts
switch(curr_char){
case 'i':
case 'I':
case 'l':
case 'L':
overlap = 2;
break;
case 'W':
case 'M':
break;
default:
overlap = 1;
break;
}
//Tei crude proportional fonts
// Draw the character but don't apply overall opacity, we've already done that
// And don't update the glstate, we've done that also!
Draw_CharacterBase(x-overlap, y, curr_char, scale, false, rgba, bigchar, false);//Tei added p.f.
x += ((bigchar ? 64 : 8) * scale) + char_gap - overlap*2 ;//Tei added p.f.
switch(curr_char){
case 'i':
case 'I':
case 'l':
case 'L':
overlap = 2;
break;
case 'W':
case 'M':
break;
default:
overlap = 1;
break;
}
//Tei crude proportional fonts
// Draw the character but don't apply overall opacity, we've already done that
// And don't update the glstate, we've done that also!
Draw_CharacterBase(x-overlap, y, curr_char, scale, false, rgba, bigchar, false);//Tei added p.f.
x += ((bigchar ? 64 : 8) * scale) + char_gap - overlap*2 ;//Tei added p.f.
Since the code is soo simplistic, the rendering is not correct, but still I think it shows potential. Theres probably out here some bitmap proportional font.