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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
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 !NO!
I have the litfiles zip for the quake1 original levels. I prefer playing through ep1 with them installed. Each to his own.
Heresy! In a bygone era you'd have been burned at the stake for even suggesting such a breathtakingly shit idea.
 HANDBAGS AT DAWN!
#13828 posted by DaZ on 2008/03/20 15:42:38
Have at you!
 Just For The Crack:
#13829 posted by RickyT33 on 2008/03/20 16:02:40
 Fitzhack V0.2
#13830 posted by Preach on 2008/03/20 17:14:48
Ok, had to muck about for an hour to get the code to compile again. Here's fitzhack without the monsterclip stuff that broke zer.
http://people.pwf.cam.ac.uk/~ajd70/fitzhack.zip
 Heh, DRAMA
#13831 posted by Spirit on 2008/03/20 17:21:12
Watch out for the laser-eyed Mr Fribbles, he is a penguin-halfbreed and likes fish a lot!
Those two screenshots simply look like they are using different toned textures. I agree that the "yellow sunlit" one looks better though. :)
#13832 posted by Kell on 2008/03/20 17:28:24
Given that engaging in this debate in an attempt to make some progress is a prospect not unlike plunging my hand into boiling acid to rescue a dead rat, I'm going to be brief:
This:
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.
is not being a purist. It is being a puritan.
 Puritan:
#13833 posted by RickyT33 on 2008/03/20 17:36:23
 Screenshots ^^^
#13834 posted by RickyT33 on 2008/03/20 17:40:56
I actually shocked myself there; I can't believe my map loaded in WinQuake! Its a 9995Kb fast vised map. I just used:
-winmem 48000 -game quoth
 Colored Lights
#13835 posted by Sielwolf on 2008/03/20 17:43:59
it can enhance the mood, if it�s done in a subtle and tasteful manner, but tbh mostly it�s overdone and looks out of place, often even in Q2.
But as long as it�s made optional with a .lit file, I don�t have a problem. You gotta think of all the hard quakin rastafari :P
#13836 posted by rj on 2008/03/20 22:11:38
But as long as it�s made optional with a .lit file, I don�t have a problem.
indeed.
i'm veering slightly towards willem's point of view (on coloured lighting in quake), although i don't mind it as a novelty every once in a while. certainly not a necessity though
i think skyboxes & fog are fantastic however, so i'm far from a puritan in that respect 8)
#13837 posted by gone on 2008/03/20 23:22:51
lol engine holywars
for a record: only fitz and DP have overbright lighting. in all the other gl engines lighting looks rather flat
http://speeds.quaddicted.com/quake_light.jpg
#13838 posted by gone on 2008/03/20 23:26:36
 Mibbit
If you want to get on #terrafusion occasionally, but, like me, couldn't be arsed finding and installing a decent IRC client, try this:
http://www.mibbit.com/
It's a web based thing that seems to work pretty well. All you have to do is choose quakenet as your server and enter #terrafusion as the channel (and enter your nickname, of course).
There was no obvious downloading or installing of stuff, or any other shenanigans... it just worked, and it was pretty good.
 Frib:
#13840 posted by metlslime on 2008/03/21 10:10:38
hey, that's kinda cool.
 MY QUAKE IS THE REAL QUAKE
#13841 posted by bear on 2008/03/21 13:07:22
roar
#13842 posted by JneeraZ on 2008/03/21 13:10:13
I guess I deserve this thread for having the gall to state a preference. Sorry all!
 Opinions, Arseholes
#13843 posted by rj on 2008/03/21 13:24:23
etc
 I Actually Think JoeQuake
#13844 posted by RickyT33 on 2008/03/21 15:45:55
is a really good engine!
I mean for a balance between compatibility and sheer eye candy.
And AguirRe's engine is immortal.
#13845 posted by starbuck on 2008/03/21 16:04:07
"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."
is not being a purist. It is being a puritan.
That's an excellent way of putting it, I like the analogy. There's no need to religiously stick to the original engines when there are engines out there that do the same things better. Fitzquake is pretty much just GLQuake minus the bugs, and all the other changes bring it closer to the original feel of software quake.
I don't mind new features as long as they're tastefully done, basically. Coloured lighting is a gray area, it isn't distasteful of itself, but it's difficult to do it well.
 MY QUAKE IS REALER THAN BEAR'S!
#13846 posted by ijed on 2008/03/21 17:02:38
roar - but louder.
 Yeah
#13847 posted by Kinn on 2008/03/21 18:18:12
for me, interpolation only highlights all the limitations in the Quake models - mainly the jelly effect due to the fact that each vertex coordinate only has 8-bit accuracy; and the fairly simplistic 10FPS animation that was never designed to look good when interpolated.
Similarly, anything other than white light seems to turn Quake's 256 shades of brown into homogeneous flattened dog turd.
 Question
#13848 posted by ijed on 2008/03/21 23:56:50
Seeing as the current topic is engines - how feasible would it be to eliminate wateralpha from the cfg and make it a by texture number, configured mapside.
It'd allow a fair few tricks - animated fog being the first idea, as well as proper teleports alongside water that can be more or less transparent depending on how dirty it's supposed to be.
 Ricky
#13849 posted by Lunaran on 2008/03/22 01:22:19
16-32 bit rendering would mean that the shades of colour added to the original colours of the pallette wouldnt look crappy because of the higher bit-depth. Because a high bit depth allows for bla bla bla no no, no.
It wasn't a technical statement. It was an artistic one. Quake's color pallete is much more muted, and there's a lot of subtlety in the differences between shades and hues, and in the way id's texture artists combined them. Richly colored lighting has a way of overriding and cancelling out texture colors (see: red light on blue object), and Quake's palette is particularly unhappy with that kind of abuse.
Check out some of the copper textures, the ones with the nice green oxidation on them. The brown and green are roughly the same luminance, and even just a tinted light can ruin the hues that separate them, turning them into, as Kinn stated, visually undifferentiated poo.
 I Didn't Bother To Read All The Messages
#13850 posted by bambuz on 2008/03/22 02:25:12
but rickyt your colored lighting was good, since it was suble and not obvious and made different feeling to inside and outside parts of the map.
I can understand why some people want to play without colored lighting.
I can NOT understand why people want to play with vanilla glquake crappy lighting, no fullbrights, gl_flashblend yellow spheres... It's much worse than software for chrissakes, those are bugs that were in the first glquake that have since been fixed in fitz, fuh etc...
 Ijed
#13851 posted by metlslime on 2008/03/22 02:27:10
Well, there might be various ways to associate an alpha value or any other attribute with a texture in quake, using either a texture config file or some sort of shader system. There isn't really a standard way that engines do it (unless you ask the engine coder himself, and he'll say his way is standard -- as soon as others adopt it) but that's how i would see doing it.
However, in any engine with per-entity alpha, you could simply make your objects func_walls and give them the alpha you wanted. I'm not sure how other engines do it, but in the version of fitzquake I'm working on, I made entity alpha completely override wateralpha, (rather than scale it or something) so that you could have your faded ground fog, and opaque teleport texture, just by manually setting alphas on the entities. (though, i think you might need to set the teleporter alpha to 0.999 if 1.0 is considered "default" -- maybe I should go examine that.)
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