#11946 posted by gb on 2015/01/09 19:09:25
OK, but if someone is able to use QC extensions (or, hm, if someone is able to create game levels, even) I would expect them to be able to take DP's particlefont image and just paint themselves some nice new particles, even blocky ones if they want.
If too many particles spawn, well, the particles are customizable so someone could write a vanilla set with square blocks instead of dots.
Waterwarp is gonna have to be a shader. You can probably do it with a Q3 shader, but I think MH wrote some pretty cool waterwarp GLSL some time back that could be ripped. Perhaps there's even a cvar for Quake-style waterwarp.
I'm just saying these issues are not insurmountable for people who routinely create game content. IMHO getting to use the QC extensions is worth a little investment polishing the particles and whatnot.
Just as an example, hipnotic and I believe Chapters (and who knows, maybe Quoth) uses copyentity implemented in QC. It's in hordespawn I believe. That is absolutely horrible for various reasons. DP has a nice simple builtin that does that. Same for many other things. It's just an improvement to have such things provided as engine builtins any way you look at it.
I agree that it should have a "vanilla preset" like FTE does though.
Regarding DP-only, well, a lot of maps are Fitz/QS-only in practice, which is the same thing. DP is easy to install and free.
On the other hand, extensions could be added to Fitzquake etc, but that's gonna be significantly more work and you need engine coders to do it, whereas most of the other stuff can be done by content authors.
Just my 2 cents.
Otp
#11947 posted by
Kinn on 2015/01/09 19:12:07
Cheers. One of the absolute most basic requirements of a custom quake engine should be that it's possible to make it look like vanilla Quake.
Otherwise, well there's your reason no-one uses it here I guess.
Gb
#11948 posted by
Kinn on 2015/01/09 20:41:01
Well it sounds plausible that a modder could jump through a ton of hoops and make DP look quakey enough to please most people for a specific mod, but I don't think that will help it be adopted much.
My reasoning is that I'm assuming most of us quakers really just want to have a single engine of choice for all our quaking needs - fitz, QS, whatever - it works for everything, or at least 90% of everything. If DP only looks acceptable on maps/mods designed specifically to work around all the silly eyecandy stuff, then I don't think that's a great solution.
#11949 posted by
[Kona] on 2015/01/10 03:10:08
I love DP (darkplaces not double penatration) and wouldn't use anything else. Maybe it takes a bit of getting used to, but I go back to fitz and other engines are find them a bit vanilla. Also there's lots of maps that say "don't use DP due to bugs", but I still use it and never come across any of these so-called bugs.
#11950 posted by
necros on 2015/01/10 03:49:13
I started trying to use DP to get some cool texture effects going, but the shader tech in DP has some pretty severe limitations and being spoiled by Doom3, I kind of grew frustrated with it.
And then there are some fundamental changes to how some things work in the engine that break some QC stuff that relies on the original behaviour and tracking down the console variables you need to set to revert back to the old behaviour is annoying.
#11951 posted by
JneeraZ on 2015/01/10 12:35:30
"I go back to fitz and other engines are find them a bit vanilla"
That's what the rest of us LIKE about those engines. :P
#11952 posted by
negke on 2015/01/10 12:58:24
DP is great. It's just that to me and the way I generally use Quake it feels too "awkward" to use compared to ports like Fitz/QS - too complex in its usage and features/settings, too slow in terms of loading times.
In a larger, more active community, I guess it would've been more established as a modding platform, similar to ZDoom, but Quake doesn't have that anymore. For the remaining people the costs of making something DP-only may not justify or outweigh the "costs" in most cases.
Or The Other Way Around?
#11954 posted by
negke on 2015/01/10 13:01:56
Damn it, someone make me a moderator just so I can edit my stupid posts..
Kona
#11955 posted by
nitin on 2015/01/10 13:05:06
what willem said, it's hardly a gfx fancy game in terms of content.
It Just Keeps Getting Bigger!....
#11956 posted by
Skiffy on 2015/01/10 16:07:23
So yea.. it keeps going. And I have a few other sections I still need to brush out! Madness. I am enjoying this mapping thing though.
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_06.jpg
Great Stuff.
#11957 posted by
Shambler on 2015/01/10 16:56:38
Some interesting designs in there. See if you can work on interconnectivity a bit too.
Sky Vs Sky
#11958 posted by mfx on 2015/01/12 23:45:06
old sky meh:
http://i.imgur.com/Aas7Mtn.jpg
new skybox hotness:
http://i.imgur.com/MSq6U56.jpg
Note the nice new knight.mdl. Aww.
I think the new sky/fog looks way better.
Reminds Me Of
the town of Laketown from The Hobbit.
That Looks Waaay Better Than Before
#11961 posted by
RickyT33 on 2015/01/13 00:12:15
I like the tone of the rocks and the sky....
#11962 posted by
skacky on 2015/01/13 00:39:48
Yeah new sky/fog looks definitely better.
That Water Surface On The Old Pic Looks Very Wrong
From Warren
Dunno What AO Is.
#11965 posted by
Shambler on 2015/01/14 20:57:42
but I know that's some nice design there :)
Shambler
#11967 posted by
Kinn on 2015/01/14 21:35:59
look in the mapping help thread for more of the pretties.
In short - we have a new toy!
#11968 posted by
madfox on 2015/01/18 04:18:14
qriple zomby
info_light makes the light origin so dimm,
hard to believe that spots emmiting so much light.
already over 720 ents while the limit is 620.
Looks really good MF. Definitely need to get some small radius lights near those light textures. Other than that though I'm liking what I see.
Madfox
#11970 posted by
Breezeep_ on 2015/01/18 05:09:24
Those screenies look like '96 - '97 era screenshots.
Do you have an old PC? (just wondering)