|Posted by Baker on 2016/11/19 04:53:11|
* Nehahra support -- better and deeper link
* Mirror support, "mirror_" textures. video
* Quaddicted install via console (i.e. "install travail")
* Full external texture support DP naming convention
* Enhanced dev tools texturepointer video inspector video
* IPv6 support, enhanced server capabilities
* Enhance co-operative play (excels at this!)
* Software renderer version (WinQuake)
* "Find" information command (ex. type "find sky")
Thanks to the beta testers! NightFright, fifth, spy, gunter, pulsar, johnny law, dwere, qmaster, mfx, icaro, kinn, adib, onetruepurple, railmccoy
And thanks to the other developers who actively provided advice or assistance: Spike (!), mh, ericw, metlslime and the sw guys: mankrip and qbism.
/Mac version is not current yet ...; Linux will happen sometime in 2017
It seems "window02_1" defaulted as being a mirrored texture?
IIRC that's leftover from Carmack's original glquake as a hack to play with mirrored surfaces, but maybe shouldn't still be in the engine? I mean, if we're going to just have "mirror_" be an identifier for mirrors, maybe just stick with just those and not also include a separate other texture Carmack picked long ago.
Yeah, defaulted as an homage to the original GLQuake release (0.95? 0.98? I can't recall which one.).
You can turn it off. Set r_texprefix_mirror "" and it's done.
Now that I think of it, that needs to save to config so someone can turn it off.
Possible Enhancement Of Setmusic Cmd
As far as I can see, only the stained glass window in the intro map will turn into a mirror automatically. I dunno how to change the other windows.
A potential feature request:
In the old Mark V thread, Baker mentioned a setmusic.cfg which allows music tracks to be remapped. I was wondering if it could be enhanced so that it also works for specific maps, like setmusic <map name> <track name>.
Why I am asking for this: There are some addons in which authors erroneously use track01 in their levels (which doesn't exist). With an external cfg file which is automatically parsed, it would be possible to fix such glitches without having to mess with the map files. (There are more ways to use this, just pointing out one of them.)
Throwing this out here, not sure if it is a thing or not.
Sound seems to have noisy feedback on louder noises (Grenade, lots of monsters attacking at once.) I thought this was from the audio set at 11k (I realize that may be Quake default) but is there a way to change it? I tried changing sndspeed to 41k and it sounded like the audio matched what QS detects but it just sounds more hollow.
I'm more really asking because QS does not have this audio noise issue whatsoever.
There are some addons in which authors erroneously use track01 in their levels (which doesn't exist). With an external cfg file which is automatically parsed, it would be possible to fix such glitches without having to mess with the map files.
...Or you could add an extra track01 to your music folder? Perhaps one from NIN's Ghosts I-IV, or something entirely different if you want.
... then it would always play the same track since all maps are set to track01. What I would want is to make all maps use different tracks...
You can put a map in a folder like a mod and add its own music subfolder.
Not Just The Intro Map
I know an Arcane Dimensions map built by a very handsome young lad that has random mirrors in it now because of the feature "texures specifically named 'mirror_*' are mirrors... and arbitrarily 'window02_1' as well"
I'll just recompile the damn thing with the texture renamed I guess.
oh, in less salty feedback on mirrors, may want to consider doing some sort of fade effect when a mirror becomes active? The pop in when it switches between mirrored and non-mirrored can be quite noticeable.
I'm glad you pointed this out, I was beginning to doubt my own ears. There definitely is a kind of audio problem, a crackling like sound that you described. Quakespasm is fine now but had the exact same problem a couple of years ago, very annoying.
Set The Alpha
To something less mirrory like 0.6
Of course I'm almost always going to push for keeping Quake's default behavior when that behavior isn't flawed, and in this case it is not -- it's just some mods that can be "flawed." Though you have to realize, the whole concept of running a mod is that you are handing over control to the modder to change a lot of default things.... But yeah, placing an autoexec in a pak file is really bad form, but how many mods is this actually an issue with?
In any case, I think as a minimum (mainly for "those who don't know the workings of Quake"), changing game directories should produce the same reminder text that Quakespasm does:
'enter "exec quake.rc" to load new configs.'
Regarding Waterwarp Effect
Mh had actually already pointed out some options regarding how to pull off the original underwater warping effect
in the old Mark V thread back in 2012.
I dunno if all of his suggestions turned out to be impossible to implement, but maybe they deserve a second look.
(I know, I am kinda nagging with this, but it's one of the very few things that Mark V could still do better. :P)
if switching gamedirs results in a different quake.rc, default.cfg, config.cfg, or autoexec.cfg file, then save the config, then (effectively) switch the gamedir, reset all cvars to their defaults and exec the new quake.rc. when saving configs always save to the same location as the shallowest of those 4 files.
mods that fuck up your config to enable things that increase sw-rendering capacities will still apply for the new gamedir, but will not be able to affect other gamedirs any more thanks to the reset thing.
the mod will still pick up your normal config.cfg the first time you run it, but thanks to it declaring itself as a special snowflake, further changes to your regular config.cfg won't continue to impact it, and vice versa.
if a mod wants/needs to be special, let it. and if its just a map pack then it really shouldn't need to have its own config file either.
that's how fte handles it, except without the auto-saving-your-config part, because that's considered an explicit action in most quakeworld engines.
that said there are still some things that I could improve... like userinfo changes spamming the server. :s
Did You Guys See This Tweet That Scarecrow Retweeted?
I want to see what mankrip and spike can do with this effect =D
Serious Sam did that well, I really enjoy that effect.
I think killpixel was showing some of that type of stuff in the screenshot thread?
I Ran Thru This Thread
Is autodemo disabled by default in the latest version?
@Baker "cl_autodemo 1 needs host_maxfps set to 72 -- otherwise it won't record because the demo size could be massive and 72 fps is only correct Quake physics in single player. (todo: document that)"
But what would be the problem if you have a lower FPS set, as I do (and probably anyone else who uses vid_vsync)? Sure, physics might be wonky in Single Player, but... that's not exactly a reason to prevent autodemos if the user wants them, at a lower FPS.
I'm playing with zoom aliases now. I think r_viewmodel_fov should default to 0 (standard Quake behavior) rather than 90. Yeah, it improves the look if someone sets a higher fov, but it makes it look weird when you zoom in with a lower fov.
Standard Quake is the opposite, looking correct when you zoom in but bad when you set a high fov.
So, I prefer standard Quake behavior, especially when I have set "weapon draw = quake default" in the menu.
An optimal way to do this might be to have 2 separate variables:
Then you could set the max at 90 to never get the weird effect when zoomed out, but the viewmodel would still be allowed to be pulled back when you zoom in (which looks correct).. unless you wanted to clamp that too with the min setting to not go below.
@scampie - Re;mirrors
I'll make the cvar that control "window02_1" only apply to the id1 folder.
I'm hardcore and already had realized that even as a setting it would default on for people using -game.
Autodemo By Deafult Was Nice Feature
maybe you can bring it to the preferences in menu?
Weird, I always set fps to 150. Monitor is 144hz though, need that max fps
I know which mappers reside in Asgard and know you are one of them, I've read this site regularly and know, for example, you used to run the speed mapping session.
Let me assure you that if for instance that if you have something to say, I am always listening.
I'm a very conservative engine developer despite also adding player-oriented features.
When I started engine coding, Ben Jardrup helped me several times and would explain the compatibility mindset to me.
I never encountered any physic issues so I just kept it at my max refresh. :O
The Framerate Physics Stuff
I'm quite interested in why the framerate changes the physics. I wonder if it is the physics stuff being calculated every frame, rather than every 1/72nd of a second.
If that is the case is it worth trying to keep the framerate at a multiple of 72 to be safe? (144 if your monitor can do it).
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