Mfx
#1081 posted by ptoing on 2014/08/25 21:10:10
I use a UK layout (hate the German one). And there is no special character showing up in the console, no. Not that I noticed. It happens whatever key you press.
Also, making the textures stuff I was wondering, would it be hard to implement something where you made animating textures with more than 10 frames if you would use for example a - instead of the +, but make it so that it is totally an engine thing. So you got both textures in the bsp file, but you use the + ones, and the engine will use the - ones if they are there. I reckon you'd need to fiddle them into your wad using texmex or something similar. Would be cool though to be able to have longer animations.
Impulse 12
#1082 posted by necros on 2014/08/26 04:17:24
impulse 12 is a mod thing, it was not in the original QuakeC sources so many mods don't come without it. The funtastic reQuiem engine has engine-side support for it in any mod!</spam>
Impulse 12 is not a mod thing. It is part of stock quake, but was added into a later version (eg: not 1.0; the quake we all play is 1.6).
If a mod doesn't have impulse 12, it's either because it's old and was made before the final 1.6 patch or the mod author used an older progs source as a base.
#1083 posted by metlslime on 2014/08/26 04:38:20
i think he means it's a "mod thing" as in a quakec-implemented feature, rather than an engine-implemented feature.
@ericw
#1084 posted by AAS on 2014/08/26 05:46:28
Now gamma adjustment seems start to work on GTX 650, TY.
But it still prints error in the console.
Oldschool Effects
#1085 posted by ptoing on 2014/08/26 06:41:08
Would it be very hard to include an option that would mimic the old underwater effect where stuff is wavy? That would be neat, I always enjoyed that.
Isnt That What The Waterwarp (or Is It Oldwater) Cvar Does?
#1086 posted by nitin on 2014/08/26 08:59:12
Feature Request:
#1087 posted by MaxED on 2014/08/26 09:26:35
If "config.cfg" exists in "ID1" floder (or in Quoth folder if -quoth flag is set, or in ROGUE folder if -rogue flag is set etc.), and there is no "config.cfg" in current game folder (e.g. folder set with -game parameter), can QS use that existing cfg as a base for a new one instead of creating "default" one?
Oldschool Effects
#1088 posted by Spiney on 2014/08/26 10:44:51
DirectQ does the underwater warp.
MaxED
#1089 posted by anonymous user on 2014/08/26 21:20:33
isn't that what already happens? At least for me, quake copies the cfg from my id1 folder into a mod folder the first time i run.
(well, it probably just leads the id1 config and then saves to the mod dir)
#1090 posted by MaxED on 2014/08/26 22:01:03
Ugh... my bad. Should've launched Quake without mods at least once to create config.cfg in the ID1 folder...
Who's The Head Honcho?
#1091 posted by Orl on 2014/08/26 22:53:49
Who can I get in touch with for a one on one discussion of a rather big problem with Quakespasm, and how it affects an upcoming map of mine, and possibly other maps?
#1092 posted by Spirit on 2014/08/26 23:21:45
You can find mail addresses in the readme.
CC Me Too If You Don't Mind
#1093 posted by ericw on 2014/08/27 00:07:15
Colormap.lmp Question
#1094 posted by ptoing on 2014/08/27 11:02:55
I just noticed that Quakespasm (and I guess quite a few engines) seem to ignore the colormap.lmp completely. What if someone wanted to make a TC with a new colormap to have new (maybe more, maybe less) fullbrights for example?
#1095 posted by Spirit on 2014/08/27 12:43:17
As stupid as it is but files inside pak files have precedence over files outside. Try making a new mod directory and putting the colormap there, that should work.
#1096 posted by Spike on 2014/08/27 14:52:27
FTE peeks at the colormap to see how many fullbright palette indexes there should be, although it only works if they're contiguous from the end of the palette.
the rest of the file is really only useful to software rendered engines, and even then its often regenerated weirdly for transparencies.
@Spirit
#1097 posted by ptoing on 2014/08/27 19:25:56
That is not that case with the original Quake afaik. That's pretty weird. /me tries
#1098 posted by ptoing on 2014/08/27 19:31:23
Tried, not working. Quakespasm does not seem to read colormap.lmp files. Works in Winquake, so the file is not corrupt or anything.
#1099 posted by ptoing on 2014/08/27 19:37:26
Am I then correct that QS and the like have some hardcoded stuff or something so that the lighting gradiates like in the software renderer? If there is something like that would it not be possible to allow for values to be read into that algo from the colormap?
Fullbright
#1100 posted by Preach on 2014/08/27 20:05:34
Am I then correct that QS and the like have some hardcoded stuff or something so that the lighting gradiates like in the software renderer?
Yes. It's important to know that historically, GLQuake didn't support fullbrights at all, so support for them in pretty much all custom engines has been added after-the-fact.
#1101 posted by ptoing on 2014/08/27 20:16:06
What I am wondering is if you could not do it via reading out the colormap.lmp is all.
#1102 posted by ericw on 2014/08/27 20:28:01
Yeah, Quakespasm/Fitzquake hardcode the palette indices 224-255 as fullbright.
GLQuake/Fitz/QS use the opengl fixed function pipeline to combine textures with the lightmaps to produce the final image. This predates modern programmable GPUs, all it allows is telling the GPU to multiply the texture color by the lightmap to produce the final color, so there's no way to make use of the colormap.lmp lookup table. Nowadays, I think you could write something with fragment shaders that uses colormap.lmp. Not sure if anyone has done that though.
Could You
#1103 posted by ijed on 2014/08/27 20:29:49
Override the hard coded indices if a colormap.lmp is detected?
#1104 posted by ptoing on 2014/08/27 20:39:47
Well, a colormap outside the one in id1/pak0.pak
Although
#1105 posted by ericw on 2014/08/27 20:46:00
modifying Fitz/QS to read the number of fullbrights from the colormap.lmp (and not using it for anything else) is probably possible. I saw it discussed here: http://forums.inside3d.com/viewtopic.php?f=12&t=4247
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