<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' version='2.0'><channel><atom:id>tag:blogger.com,1999:blog-3900409063271330737</atom:id><lastBuildDate>Tue, 10 Jun 2008 02:01:41 +0000</lastBuildDate><title>raynorpat's blog</title><description/><link>http://evolution.quakedev.com/blog/</link><managingEditor>noreply@blogger.com (raynorpat)</managingEditor><generator>Blogger</generator><openSearch:totalResults>14</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-8542015462298307608</guid><pubDate>Tue, 10 Jun 2008 02:01:00 +0000</pubDate><atom:updated>2008-06-09T22:01:32.188-04:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>XreaL</category><title>Soul Keep released...</title><description>I released a downloadable version of Soul Keep for XreaL today, along with a little teaser video.&lt;br /&gt;&lt;br /&gt;Download the map (&lt;a href="http://evolution.quakedev.com/dev/xreal/map-soul-20080606.pk3" target="_blank"&gt;http://evolution.quakedev.com/dev/xreal/map-soul-20080606.pk3&lt;/a&gt;) and the texture set (&lt;a href="http://evolution.quakedev.com/dev/xreal/textures-raynorpat-20071209.pk3" target="_blank"&gt;http://evolution.quakedev.com/dev/xreal/textures-raynorpat-20071209.pk3&lt;/a&gt;) and you should be good to go for a while (It even has a node file for bot play!).&lt;br /&gt;&lt;br /&gt;XVid video (51mb): &lt;a href="http://evolution.quakedev.com/dev/xreal/soul_20080606.avi" target="_blank"&gt;soul_20080606.avi&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;YouTube:&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/sGwMlUZlWcQ&amp;amp;hl=en"&gt;&lt;embed src="http://www.youtube.com/v/sGwMlUZlWcQ&amp;amp;hl=en" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;</description><link>http://evolution.quakedev.com/blog/2008/06/soul-keep-released.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-4635814401533758831</guid><pubDate>Wed, 21 May 2008 23:21:00 +0000</pubDate><atom:updated>2008-05-21T19:30:38.444-04:00</atom:updated><title>Hey, Hey, Schools almost out...</title><description>:D:D:D:D:D&lt;br /&gt;&lt;br /&gt;Just two more days of torture.......... :p and then I'm a senior, which is a scary thought... :)</description><link>http://evolution.quakedev.com/blog/2008/05/hey-hey-schools-almost-out.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-187095431592866341</guid><pubDate>Thu, 01 May 2008 15:30:00 +0000</pubDate><atom:updated>2008-05-01T11:31:58.741-04:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Blogger</category><title>New blog layout :)</title><description>Yep, I just finished uploading a new Blogger template to this here blog. Hopefully it ought to look better than the last one... :p</description><link>http://evolution.quakedev.com/blog/2008/05/new-blog-layout.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-8630733447515081870</guid><pubDate>Wed, 23 Apr 2008 18:04:00 +0000</pubDate><atom:updated>2008-04-30T17:35:16.549-04:00</atom:updated><title>Sooooo....</title><description>XreaL finally has IPv6 support. :) (and a bunch of other fixes from ioquake3)&lt;br /&gt;&lt;br /&gt;Now if only I could finish the Soul map... :p</description><link>http://evolution.quakedev.com/blog/2008/04/sooooo.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-2313242499189881524</guid><pubDate>Tue, 22 Apr 2008 14:16:00 +0000</pubDate><atom:updated>2008-04-22T07:16:57.340-04:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Development</category><category domain='http://www.blogger.com/atom/ns#'>Trigger</category><category domain='http://www.blogger.com/atom/ns#'>XreaL</category><category domain='http://www.blogger.com/atom/ns#'>EvQ3</category><title>Busy?</title><description>So, I've been a bit busy here and there... but a lot of sweet things have been going on.&lt;br /&gt;&lt;br /&gt;I have a semi-working version of a custom build of ZeroRadiant, the next big revision of GTKRadiant in the Trigger source trunk as well as a custom version of q3map2.&lt;br /&gt;&lt;br /&gt;I am also planning to start syncing XreaL with the latest svn revision of ioquake3 that includes support for IPv6 and a lot of other bug fixes, maybe tonight... :)&lt;br /&gt;&lt;br /&gt;And finally, I think I might be putting together an EvQ3 in the coming weeks. ( i said that a long time ago too. no promises... ;) )</description><link>http://evolution.quakedev.com/blog/2008/04/busy.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-7210742038178076620</guid><pubDate>Mon, 03 Mar 2008 12:11:00 +0000</pubDate><atom:updated>2008-03-03T07:13:26.553-05:00</atom:updated><title>Argh!!!</title><description>I hate school...&lt;div&gt;especially after working nights.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;be prepared for some updates soooon. &lt;span class="Apple-style-span" style="font-size: x-small;"&gt;(hopefully...)&lt;/span&gt;&lt;/div&gt;</description><link>http://evolution.quakedev.com/blog/2008/03/argh.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-750344142613265340</guid><pubDate>Wed, 20 Feb 2008 21:02:00 +0000</pubDate><atom:updated>2008-02-20T13:02:41.198-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Evolution Site</category><category domain='http://www.blogger.com/atom/ns#'>XreaL</category><title>Soul Keep redesign; EvQ3 and Trigger Web Section Up</title><description>Its been a month but the base sections of Trigger and EvQ3 are now finally up. Just need to do some news thing or something for both... Check it out anyway ;) &lt;div&gt;&lt;div&gt;&lt;div&gt; &lt;/div&gt;&lt;br /&gt;&lt;div&gt;Anyways, I did some work on my XreaL Soul Keep conversion map. &lt;/div&gt;&lt;div&gt;Its looking quite spiffy:&lt;br /&gt;&lt;a href="http://evolution.quakedev.com/pics/XreaL/shot0005.png"&gt;&lt;img style="FLOAT: right; MARGIN: 0px 0px 10px 10px; WIDTH: 320px; CURSOR: hand" alt="" src="http://evolution.quakedev.com/pics/XreaL/shot0005.png" border="0" /&gt;&lt;/a&gt;&lt;a href="http://evolution.quakedev.com/pics/XreaL/shot0003.png"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 320px; CURSOR: hand" alt="" src="http://evolution.quakedev.com/pics/XreaL/shot0003.png" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;a href="http://evolution.quakedev.com/pics/index.php/XreaL/shot0003.png"&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I need to actually finish it... :)&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;I did run into a werid XreaL GTKRadiant problem with png textures when i was recreating some of my old textures:&lt;br /&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 320px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://evolution.quakedev.com/pics/XreaL/radiant_corruption.JPG" border="0" /&gt;not quite sure what's going on, im tempted in opening a bug report but it might have to do with being retarded on Vista...&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://evolution.quakedev.com/blog/2008/02/soul-keep-redesign-evq3-and-trigger-web.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-6299823906050214646</guid><pubDate>Mon, 04 Feb 2008 04:23:00 +0000</pubDate><atom:updated>2008-02-03T20:23:23.985-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Development</category><category domain='http://www.blogger.com/atom/ns#'>Trigger</category><category domain='http://www.blogger.com/atom/ns#'>QuakeWorld</category><title>Serverside Demo's</title><description>I just finished porting some mvdsv mvd playback and recording code intro Trigger, replacing the existing demo framework.&lt;br /&gt;&lt;br /&gt;Honestly, I love it, its a whole lot more versatile then the original code, and allows you to do some fancy effects in the future with it. Possibly doing a Call of Duty 2 type of KillCam comes to mind. But damn, getting the interpolation code working right was a bitch... :&lt;br /&gt;&lt;br /&gt;Also somewhat complete is the SDL video and system code. :)&lt;br /&gt;&lt;br /&gt;I'm now spending some time fixing up some bugs, making a few test maps, finishing a map for XreaL, and starting to code up a simple bot framework, so I can test some DM on Trigger.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Total Size of qw.exe - 432kb (getting smaller, which is one main point with this project...)</description><link>http://evolution.quakedev.com/blog/2008/02/serverside-demos.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-2422600225639731895</guid><pubDate>Sun, 20 Jan 2008 21:23:00 +0000</pubDate><atom:updated>2008-01-20T13:27:10.088-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Development</category><category domain='http://www.blogger.com/atom/ns#'>Trigger</category><category domain='http://www.blogger.com/atom/ns#'>QuakeWorld</category><title>Trigger Gets an Upgrade!</title><description>&lt;div&gt;Everyone loves decals! And that is what Trigger now has, a sweet decal system:&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://evolution.quakedev.com/blog/uploaded_images/quake05-774307.jpg" border="0" /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;p&gt;Also new is a semi brand new hud, anisotropic texture filtering, hardware generated mipmaps (yay!), Tenebrae (tm) particles (QMB particles just were not workin out, so im combining this and that from it to the Tenebrae ones...), New Gamma correction (not palette based like the current one, which fucks up screenshot brightness...), and a whole bunch of random fixes.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;Need to do a DooM like effect when the console closes. Would be extremely kick ass... :D Oh, and I need to fix some problem with the players angles being rotated 90 degrees when spawning into a new map...&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://evolution.quakedev.com/blog/uploaded_images/quake07-750668.jpg" border="0" /&gt;&lt;br /&gt;&lt;p&gt;I fixed this last night... (I'm never touching the mipmap function again...)&lt;/p&gt;</description><link>http://evolution.quakedev.com/blog/2008/01/trigger-gets-upgrade.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-4683839016436148532</guid><pubDate>Wed, 16 Jan 2008 01:56:00 +0000</pubDate><atom:updated>2008-01-15T17:49:52.028-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Evolution Site</category><title>Evolution Site ReDesign Launched...</title><description>I just finished uploading the first third of the Evolution site redesign.&lt;br /&gt;&lt;br /&gt;You should definatly take a look at it some time soon.&lt;br /&gt;&lt;br /&gt;heh, it hasn't even been a year just yet since the last redesign... oh well.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Coming soon is the Trigger and EvQ3 portion of the site and maybe I can finish the Pics part of it by tonight.</description><link>http://evolution.quakedev.com/blog/2008/01/evolution-site-redesign-launched.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-3786837933635059915</guid><pubDate>Mon, 14 Jan 2008 23:57:00 +0000</pubDate><atom:updated>2008-01-14T21:38:33.731-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Development</category><category domain='http://www.blogger.com/atom/ns#'>Trigger</category><category domain='http://www.blogger.com/atom/ns#'>QuakeWorld</category><category domain='http://www.blogger.com/atom/ns#'>Evolution Site</category><title>Evolution Site Rework In Progress</title><description>&lt;div&gt;Yep, Its that time of the year again... the third (and probably final) site revision is semi underway, and boy does it look great already. &lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;The Trigger site will have some sort of WorldServer functionality for online coop games... wait that was a secret... ;) Yep Trigger is going to be a WorldServer powered game ala Coop or Die for Quake 2, which is very addicting.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;:)&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Also for Trigger, I implemented a fixed up QMB hud. Looks waaaaaaaay better then what was there before. Have a looksie:&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://evolution.quakedev.com/blog/uploaded_images/quake01-741926.jpg" border="0" /&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt;I actually have almost completely killed off gfx.wad. I feel quite proud. :D&lt;/p&gt;</description><link>http://evolution.quakedev.com/blog/2008/01/evolution-site-rework-in-progress.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-755063629957925150</guid><pubDate>Mon, 14 Jan 2008 03:42:00 +0000</pubDate><atom:updated>2008-01-13T19:43:06.696-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Development</category><category domain='http://www.blogger.com/atom/ns#'>Trigger</category><category domain='http://www.blogger.com/atom/ns#'>QuakeWorld</category><category domain='http://www.blogger.com/atom/ns#'>EvQ3</category><title>Trigger Gets Lit</title><description>Trigger now has support for colored dynamic lighting as well as .lit support. However .lit support won't be lasting forever, as I'm working on getting a new BSP format for the engine etched out.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Also new are 24bit particle effects, powered by the incredibly handsome QMB particle engine:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://evolution.quakedev.com/blog/uploaded_images/quake00-713358.jpg" border="0" /&gt;&lt;br /&gt;&lt;p&gt;TODO for this coming week:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;redo statusbar&lt;/li&gt;&lt;li&gt;fix save/load game support&lt;/li&gt;&lt;li&gt;new menu system&lt;/li&gt;&lt;li&gt;keep source in svn :)&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;I also got to give the EvQ3 source a nice beating. :)&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description><link>http://evolution.quakedev.com/blog/2008/01/trigger-gets-lit.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-4949892278947295728</guid><pubDate>Sun, 06 Jan 2008 23:11:00 +0000</pubDate><atom:updated>2008-01-06T19:34:42.483-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>Development</category><category domain='http://www.blogger.com/atom/ns#'>Trigger</category><category domain='http://www.blogger.com/atom/ns#'>QuakeWorld</category><title>Launching Trigger...</title><description>I've spent the last 2 months or so kicking around an idea in my head: why not use the QuakeWorld source and make a Half-Life killer?&lt;br /&gt;&lt;br /&gt;And so Trigger was born. I've spent most of my christmas vacation (today is the last day :( of it, then back to school...) turning the original QuakeWorld source into something usable and simple to modify.&lt;br /&gt;&lt;br /&gt;Yesterday, I merged the client and the server back together again. What a pain in the ass that was...&lt;br /&gt;&lt;br /&gt;Today, I gutted out the software refresh (it's so 1996.). I also went through the source and removed every single piece of asembly code I could find.  Finally I cleaned a bunch of things from the OpenGL refresh and added some proper hardware powered gamma support, ala Quake 3, so I can actually see what the hell I'm looking at.&lt;br /&gt;&lt;br /&gt;Total size of the Windows port so far: 576kb&lt;br /&gt;(Linux is still there, but i got to make some scons scripts for compiling it.)&lt;br /&gt;Hopefully I can get rid of a whole lot of other shit without breaking more shit.</description><link>http://evolution.quakedev.com/blog/2008/01/launching-trigger.html</link><author>noreply@blogger.com (raynorpat)</author></item><item><guid isPermaLink='false'>tag:blogger.com,1999:blog-3900409063271330737.post-4512385979340298144</guid><pubDate>Sun, 06 Jan 2008 21:37:00 +0000</pubDate><atom:updated>2008-01-06T16:57:50.967-05:00</atom:updated><category domain='http://www.blogger.com/atom/ns#'>test</category><title>Welcome</title><description>Welcome to raynorpat's amazingly amazing blog.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Good things will be happening here soon, you just wait.</description><link>http://evolution.quakedev.com/blog/2008/01/welcome.html</link><author>noreply@blogger.com (raynorpat)</author></item></channel></rss>