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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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Point To Point Collision 
Hrm, well when you think about it, the grenades and rockets traveling are point sized. Theoretically, they ought to collide once in a while if you play deathmatch....or maybe when you are fighting an ogre. Whens the last time you saw that happen? Never. So does / would traceline collide with a point sized ent? Just for fun, one time I gave the missile a.think which set its size randomly between point, and I believe half point. Collisions failed when you hit specific parts of the q1bsp sch as corners or angles mostly, but I was able to see a "point to point" collision of sorts with another missile during some tests in dm with another player. So thats why I said earlier, velocity seems to have a factor. Maybe Im being redundant, but I'm curious if the engines are checking the collision boundaries with velocity factored in, or if they stop the ent each frame for the check? 
 
point size

What you are saying doesn't make sense, unless you think point size means "1 pixel size", which it doesn't.

Point size is mathematically zero size, i.e. a point. 
 
AFAIK, bbox <> bbox collision supports arbitrary bbox sizes, unlike bbox <> world. 
 
bbox<->bsp collisions are aligned to the bbox's min position.
This means changing size_z leaves the monster sitting on the ground still, but changing size_x or size_y can allow the monster to (obviously) move into walls on one side but not the other.
Thus its generally much better to just use fixed x+y mins+maxs values, while z values can be more accurate with much less regard to hulls (note that hexen2 uses mins_z set to 0, because why not).
engines that support rotating bsps do so by rotating the start+end positions of any tracelines/boxes around the bsp object. This has the effect of rotating the bbox too, meaning that the top or bottom surfaces (in a non-rotated position) of the bsp are further away than its side edges, when standing on top of said surfaces after rotation.

bbox<->bbox collisions do support arbitrary sizes, but as the same mins pos affects the bsp collision offset, and the size field affects the hull that is used, you're still limited in terms of bbox sizes.
note that bboxes don't rotate, which generally means that the corners of the bboxes can become excessively obvious with large bbox sizes (side note: doom used cylinders, thus didn't have this issue). 
Case-sensitive Console 
I just realized you can type in small or big.

Is this a feature for case-sensitive OSs?

In Windows version it does not seem to be a useful feature, because if you happen to use a capital letter
in a console command it says 'unkown command'. 
Sorry, Wrong Thread. 
I posted it in the intended QS thread. 
Interesting OS X Port ... 
http://quakeone.com/forums/quake-help/quake-clients/11993-quake-osx.html

"Also, only the software renderer is currently available for video - though, to render frames to the screen, I decided to use the new Metal framework available for both desktop and mobile devices"

Usually someone porting the original Quake to an operating system they like comes up with inventive ways to handle video, sound, input. 
 
Darkplaces Engine Bug [EDIT]

Posted by Teknoskillz [73.142.34.180] on 2016/02/07 21:51:33
Was not sure if this is ok to start a new thread , so feel free to move it to the right one if Im making a mess here. The last engine related topic I was posting in got moved someplace, I cant find i it now? Anyway , on the chance there may be some experienced people here using DP, and may know whats going on, heres a screenshot of the problem: [ http://imgur.com/jpSHrW0 ]

It happens when you set r_showbboxes to non zero. Its some kind of artifacting / re-replicating going on and its been a while since I first saw it, but I seem to remember I was playing with another graphics related cvar before I set showbboxes again during testing, so I am pretty sure its related to the other cvar, just what one, I cant remember? Any help appreciated. This is the most recent release of DP. 
Murky Vines 
Swampy in Super8:
https://qbism.com/download/file.php?id=91

New test build with better color and transparency rendition:
https://qbism.com/download/file.php?id=88

Intense saturated colored lighting: forever blocky. 
:D Yay, A New Build 
Testing it now. 
Missing Dlls 
For anyone who doesn't already have super8 installed, this link includes the the test build above (v267) plus missing dlls for music playing:
https://qbism.com/download/file.php?id=94 
 
I already had some DLLs installed, but the music sounds a little unusual. I thought you were using a statically-linked library.

By the way, the color in this version has really improved a lot. Haven't tried it with colored lighting yet. The MDLs looks shiny. 
 
The features of super8 are outstanding and very well done. 
Yes 
They are, i love this engine.




We need a love cube symbol! 
Yum, Pie! 
Pie is good, too.
Shiny mdls: Change r_light_style cvar to 0 for conventional flat lighting. I guess the default is 1. 
So 
any chance of a native linux build of super8? 
Linux 
A matter of time and form, but no super8 goal for now except a stable windows release for qexpo. I'm on Mint as much as possible lately. Linux is on the list if development continues. 
Looping Sounds 
Trying to help a new modder with their soundpack for Quake. He has the ambent fire for the torches giving an error in Proquake that its not a loop type audio file. I believe other engines such as DP and Fitz probably automaticly loop these, but does anyone know how to change it so its a looping type? We looked in Audacity and could not find a setting. I thought I remember readint there was more or less a bit you change in the .wav , but maybe thats only 8 bit type audio? 
 
I never found a reliable explanation of how to loop sounds, even though i have done it myself multiple times. Part of the problem is the terminology is inconsistent across audio tools.

I think you basically have to open the wav in a program like cool edit 96, soundforge, etc, and add a "tag" or "marker" or something at the point in the file where you want the loop to re-start. If you want the whole thing to loop, place it at the beginning. If you want there to be an intro and then a loop, place it at the end of the intro.

Even when i did this, sometimes it didn't work for me. I might have tried multiple programs to make it work.

Because of this frustration and hassle, one of my wish list quake tools is a dead-simple "make a sound loop" utility program where you run it on a wav and it adds the data that is appropriate. Perhaps other people had better experiences, though! 
I Used Goldwave 
And there under tools (I think) add marker.

It didn't matter where or what it was called, Quake would then treat it as looping. 
 
found a link here maybe some info, too

https://developer.valvesoftware.com/wiki/Looping_a_Sound 
Goldwave 
Ahk, Win 7 or later for Goldwave so I cant check it, but will fwd to the modder the link to this thread. Thanks all. 
Really? 
The version I had/have somewhere is pretty old. 
GoldWave 
Older versions for XP/etc here: http://www.goldwave.com/release.php 
 
What are the commands for making DP resemble the software quake engines? 
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