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Fitzhack 
I wrote fitzhack, and it's a hack in the sense that it's unofficial and the code files are not clean as they could be. But the interpolation code is writen exactly how you'd expect interpolation code, that much of it is solid. In order to get it to work I had to revert a few things that metlslime had change about the way frames are loaded in the code, but I don't think they affect performance adversely, it's about how neat the code is. So that's the level of hack we're talking about.

There is one big known bug, but it's entirely unrelated to interpolation. At the same time I was testing code to create a monsterclip entity in quake. This bit of code works, but it uses an existing entity field(flags) for the property. In zerstorer, this field is used for something different, and so entities end up blocking monsters but nothing else. This is most apparent in zer's start map, where the solid platform over the blood becomes noclip to players. I could recompile fitzhack without this code if there was demand for it, to tide people over until the new official fitzquake engine... 
 
What do you need Quake to do that it doesn't?

If the answer is 'look pretty', use a proper, modern engine. 
And To Avoid Confusion... 
by 'modern engine' I mean, Unreal3 or HL2 
But Scampie Dear - GLQuake Looks Horrible 
(let's keep having the same discussions over and over again!) 
 
oh, we're talking about Quake engines? aguirRe's GLQuake is all you need

fixed ;)

esentially glquake that runs (and loads) MUCH faster with massively increased limits that will run just about anything you can throw at it. can't really argue with that

whilst the arguments against the way glq looks are somewhat justified, if i was that obsessed with visuals i probably wouldn't still be into quake :p 
 
oh, we're talking about Quake engines? aguirRe's GLQuake is all you need

Couldn't agree more. To me, Quake looks best without all the fancy new graphics that modern games have.

Fitzquake is nice as well, that's my runner-up engine. 
 
Quake is big chunky pixels and white lighting. Deal with it! :) 
AguirRe's Nehquake! 
Preach: yes, please. 
Ha! 
sheltered pieces of of petrifitzed metlslime... 
Sorry 
out of toppic. 
Yeah, Glquake Is Great... 
as long as you never go swimming, and you don't mind flattened lighting, or missing fullbrights, or upside-down sprites, or the fact that only 1 of 5 sprite orientations is supported, or the poor water surface animation, or the pink edges on sprites and menu items, bad resampling of non-power-of-two images, setting your gamma in the video card control panel before and after each session, texture cache mismatch errors, or the inability to select video modes past the first 30 listed by the driver. 
I Guess.. 
..i forgot to add 'with plenty of bugfixes' to my last post ;) 
ZTNDM5 Ut3 Version 
http://utforums.epicgames.com/showthread.php?t=606649

Visuals are fairly basic but the layout is true to the original, worth checking out if your a painkiller lover! 
Eh? 
oh, we're talking about Quake engines? GLQuake is all you need.

Be serious. Using GlQuake instead of FitzQuake is like taking the bus instead of driving in a luxury car.

And HL2 isn't a modern engine. 
DaZ 
awaiting ZTN for deletion in 3... 2... 1... 
Uhuh 
Be serious. Using GlQuake instead of FitzQuake is like taking the bus instead of driving in a luxury car.

More sociable, morally righteous, and better for the planet, then?? 
Shambler: 
Ugly, noisy, slow, smelly and dangerous. It'll probably get you there eventually, as long as it doesn't crash and you don't get stabbed. 
Well I Dont Get It! 
OK, news flash - it IS 2008

Were it 1996 then visuals wouldn't be availiable, but they ARE!

People HAVE improved Quake engines, so use them!

I like to use COLORED LIGHTING.

Im not just using colored lighting for the sake of it, I genuinely love the effect you can create with the subtle tones of yellow and blue, natural and un-natural light. I know enough about art to know that sticking bright red/green lights everywhere would be dumb. I put a lot of thought/consideration into the implementation of it, and build maps with the idea of how I can use all of the tools in my box together to maximum effect. Its meant to look tastefull

Maybe I should just go and map for anything else. But I like Quake:

You can RUN FAST, JUMP HIGH, you never take more than 5% falling damage. The fast paced but simple gameplay is what I like, it's addictive, well concieved, will stand the test of time because if its simplicity. Also Quake is like THE MOST MODIFIED game ever. Buy a copy from ID for $20, theres about 10 years of gameplay content there!!!!

Dont get me wrong - I respect all of the other classic-Quake-feel things that people make. Simulucrums Katagean Redoubt/all of Kells recent work/Biff_Debris/Quonquer - all fantastic! 
Shambler - Get Real! 
There is nothing

"More sociable, morally righteous, and better for the planet"

about playing one computer game than another...

(slaps head, rolls eyes and groans...) 
Ricky... 
He's talking about taking the bus, fool. That's something entirely different. AS IF YOU'D COMPARE IT TO VIDEO GAMES! Such foppishness is, quite simply, astonishing.

p.s. ignore me, I'm just shitstirring as usual.

Wait a minute - is anyone here NOT shitstirring? I can't even tell is Scamphoe was serious with his GlQuake bollocks, or if he's just poking the wasp's nest with a stick.

I DO know that Shambler is being an insufferable boor, as usual. ;) 
I Know, I Know.... 
...I'm just grumpy - early in the morning for me (about 11:30 now) - say up too late mapping again. Rational thought gets clouded along with other perceptions...

TBH I think my new level will look OK with white light!

I just think its funny that you recommend a port to play your mod/map, or a choice of ports, and people just shrug and use whatever engine they please then say the lighting sux or it looks crappy...

...I'm just paranoid. Nobody has even said this yet!! :-P 
Meh 
I don't think it's funny at all. People are creatures of habit, and we tend to stick to what we're comfortable and familiar with.

This should be especially understandable when we're talking about an ancient game like Quake - obviously we're not in it for graphical whizbangery or new-fangled shenanigans like coloured lighting and such.

Each us us has a setup that works, and typically we don't want to dick around with different engines (having to set up our configs, learn how to turn off the asstacular new 'features' and effects, etc) only to have the POS crash or just be so unbearably shit that you immediately have to scour your drive free of any traces of the offending program.

In all seriousness, you cannot expect me or anyone else to play your maps in Darkplaces, or any other engine that we've probably already tried and rejected. If we're not already using it, we probably don't want to, and it's highly unlikely that any single map is going to convince us to bother. 
Having Said That... 
Subtle, tastefully done coloured lighting is fine, of course... as long as it meets the following criteria:

- Make sure everything is fully supported in FitzQuake.
- Make sure the .lit file or whatever it is loads automatically.

As long as the above is true, I'm happy to view your maps as intended! ;) 
 
I see little reason for colored lighting, interpolation, or any other fancy stuff in Quake. Quake is Quake. Accept it for the greatness that it is or map for another game. Adding, for example, bump mapping to Quake is the ultimate in silliness.

I agree that colored lighting is great and I use it every single day at work - but I don't want it in my 1996 Quake game. 
Willem = Purist 
I can respect this! I think the lighting will look good with white light. I have looked at the level with white light and it looks OK to me! There are just a few spots where sourced lights are red, so the red light will look weird with white light coming out of it. But I suppose that in ID's levels there were red light textures anyway, so... ?

You can still view the level in FitzQuake though! (and disable coloured lighting out of spite i suppose.... ? )

Mr Fribbles : FitzQuake is what I work with. It's the engine I use. I like FitzQuake a lot.
Its my favourite. Darkplaces sucks because it's so buggy with most maps it seems. Its buggy with mine anyway, and I wouldnt recommend playing it because it doesnt spawn any of the doors in the level.

This is what I mean - I make the map for FitzQuake. So that people can view the coloured lighting. But people dont want to view coloured lighting.

This brings me to one conclusion:

Coloured lighting sucks. What a terrible idea that someone came up with. Almost as terrible as alphamasked sprites, new enemies, god forbid a torch, breakable objects (they werent in the original Quake, so why bother implementing them), skyboxes look awfull, leave it in yer Quake 2 ALRIGHT, we dont want it here, arena type battles with monsters spawning in waves, that looks terrible too, and it wanst in the original Quake, so why not just forget doing that for fun, my 1996 game doesnt support 3D acceleration, and I dont want it either, it RUINS the whole experience, we dont want ladders, whats wrong with the lifts supplied in the original game, why bother making a ladder? People just want to run around in a lo-res environment, in 320x200, 8 bit colour, shooting dogs, grunts, enforcers, knights, ogres, wizards feinds and shamblers and thats IT. Anything else is too much and we dont want it here. PEOPLE dont want it here. I can speak for more than one person, because I am legion 
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