Perhaps
#93 posted by Tronyn on 2012/01/12 22:55:39
perhaps illogically and preemptively, I'm going to defend any changes you guys made. You'd have to go really far for me to be pissed off, ie far enough for me not to see why you might have made said changes in addition to violating whatever admittedly subject, personal and fragmentary ideas I might have about what Quake "should" be - that's not MY beowulf, that's not MY king arthur!
you guys are the creators, you can do what you want. I don't understand people who think otherwise; it reminds me of nasty family infighting over my grandfather's farm. Yes everyone is attached to it but the person currently working on it can do what he wants.
That said, I like how open you guys are to technical, rather than ideological, feedback.
Subject Should Be Subjective In Last Post
#94 posted by Tronyn on 2012/01/12 23:01:56
you know what I mean
I guess we all feel like we're shareholders in a way, but that feeling is emotional not rational.
Here Are My Glitchy Pics...
#95 posted by distrans on 2012/01/12 23:38:49
Not My Beowulf
#96 posted by gb on 2012/01/13 01:02:51
k I'm curious now what radical or breaking things Quoth did?
Me, too.
The key problem with Quoth is that it's not open to the community, which is a huge shame :(
QuakeC is not rocket science. Quoth is no exception; very little in mods like Quoth is genuinely new. Make of that what you will.
I have enough trouble finding the time to make maps, I ain't gonna spend more time making an entire mod to go with them, especially since I only want to implement some minor stuff :p
#98 posted by gb on 2012/01/13 01:41:30
Then why not ask Kell if you can use Quoth as the base for your mod? That's what ijed did for warpspasm and it worked.
Impressed By Linux Performance
#99 posted by mwh on 2012/01/13 03:15:18
I mean, this is just an intel sandybridge GPU in a laptop and it's all very smooth, no slowdown at all at 1920x1080.
As to the maps, it's nice so far, but I haven't really discovered why e2m1rq is named after e2m1 yet :-) It's also a bit dark and confusing in places, although I haven't got lost really. It reminds me more of Slave to a Machine than e2m1 so far, I guess that's not necessarily a bad thing. Not sure what the cutscenes are for.
100th Comment Is All *mine*
#100 posted by Baker on 2012/01/13 04:11:44
Hi Willem! ;)
#101 posted by gb on 2012/01/13 04:55:09
One way or another, we at least got willem out of hiding.
OS X Sort Of Runs
#102 posted by Baker on 2012/01/13 10:53:10
From the little I was able to play, I really liked what I saw of the graphics.
I got the Mac OS X build to compile via:
1. adding gl_vertex.c to the project (wasn't present)
2. XCode wanted me to correct several "Did you mean 'PF ... ARBPROC' instead?' So I used auto-correct to fix these.
3. Since I am using Xcode 4.2 on OSX 10.7 Lion, I had to go to Build Settings and set the target SDK to 10.4 or maybe 10.6 and then do "Validate Settings".
This info is for SleepWalkr who might be able to better build the OS X version considering his QuakeSpasm and FitzQuake SDL experience.
My build suffered some sort of bluish tint on the screen. It regularly crashes several seconds into the RMQ E2M1RQ demo. I got a little of E3M1RQ to play and then crashed my Mac hard.
The lighting looks awesome.
So ... what are the "right" command line parameters for startup? Maybe this is part of it.
Either way, maybe I need to down Quakespasm 0.85.6 to play that to see if the issues were a result of my setup (I get a blue tint when running Quakespasm compiled by myself ..).
For Completeness ...
#103 posted by Baker on 2012/01/13 11:01:13
Since I experienced a crash, it could be the video card:
AMD Radeon HD 6490M 256 MB
Baker
Thanks for the info, I'm looking into a Mac build as well.
#105 posted by mh on 2012/01/13 11:45:04
I mean, this is just an intel sandybridge GPU in a laptop and it's all very smooth, no slowdown at all at 1920x1080.
That is really really awesome to hear.
Special voodoo beans were added to the engine to ensure that it would be able to do this, with some Intel-specific workarounds in place. Nothing that reduces quality, mind, just stuff that Intel needs to give it a helping hand.
e2m1rq is disconcerting at first, yeah, but it will all come clear as you get there. I think what Ricky's done here is a little left of field but a valid design decision that genuinely gives you something to have fun with.
I think it also holds the current record for "largest Quake BSP ever", clocking in at over 22mb. If anyone wants to try an engine-breaker map, this is the new yardstick.
Actually 22MB Is Fastvis
#106 posted by RickyT33 on 2012/01/13 12:15:30
This on is 16/17 fullvis (but then there's the lit I guess, which is seperate)
It's got about 130 lightmaps or something though, which is huge :o
It's not got 1000 monsters in it though. About 300 on hard I think, maybe not quite :)
But that is quite a low figure for a map of this size (a few more wouldn't hurt I think)
Btw
#107 posted by negke on 2012/01/13 13:38:52
Anyone else notice interlacing of liquid surfaces as they warp? mh to the rescue!
Functional OS X Build (Intel + PPC)
#108 posted by Baker on 2012/01/13 14:25:06
quake-1.com/docs/mods/RMQEngine_Baker_OSX_IntelPPC_2012_Jan_13.zip
2 changed source files (glquake.h, gl_vidsdl.c) included in zip
Let's Try URL Again ...
#109 posted by Baker on 2012/01/13 14:27:36
2 Changed Source Files (glquake.h, Gl_vidsdl.c)
#110 posted by mh on 2012/01/13 15:08:31
Cool, I'll diff them with mine and we'll see if we can get a single source base that compiles on everything.
Anyone else notice interlacing of liquid surfaces as they warp? mh to the rescue!
Liquid surfs should warp clean as the warp is done in a fragment shader. A possible explanation might be z-fighting between liquid surfs if a bmodel is overlapping with a world surf (or surfs). If you can give a reproduction case we'll check it out.
#111 posted by negke on 2012/01/13 15:26:04
http://negke.slipgateconstruct.com/images/rmq0000.jpg
I think every surface is affected. Warp is probably the wrong term here. I don't mean the underwater effect, but the animation of the *liquid texture.
#112 posted by gb on 2012/01/13 17:38:06
If anyone wants to try an engine-breaker map, this is the new yardstick.
Well, let's see how long it lasts, shall we.
;)
#113 posted by RickyT33 on 2012/01/13 17:41:41
#114 posted by Ankh on 2012/01/13 22:22:44
I did like the organ thing btw, but I have to admit it reminded me of this: http://www.youtube.com/watch?v=1KE0njnZXyY
#116 posted by mh on 2012/01/14 01:21:02
I think every surface is affected. Warp is probably the wrong term here. I don't mean the underwater effect, but the animation of the *liquid texture.
Old NVIDIA?
E3m2 With Some Serious Bugs
http://www.quaketastic.com/upload/files/demos/e3m2_1.7z
E3m1 I overwrote so no demos, but there is an issue: you can get locked in a lava filled reactor area, but it's still possible to jump to the lift and get out with some precise jumping.
I used a pushable to jump over the pile of crates with a robo-arm, skipping part of the map, but its cool, don't remove such way. The woman voice was hard to understand or hear at all sometimes, needs subs.
I kinda liked this map xcept some lighting...
Pew-Pew is very annoying with unfinished model, screenshake and its sound. Worst blaster/lazer I've ever seen. And its overpowered, why give it at e3m1 at all instead of NG. Both maps need shells.
All maps have spots where you drop down taking damage for no good reason.
I play with gl_polyblend 0 and blur disabled btw. Missing gl_flashblend for disabling light blobs on lazers.
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