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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! 
Have at you! 
Just For The Crack: 
Fitzhack V0.2 
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 
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. :) 
 
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: 
http://www.google.co.uk/search?hl=en&defl=en&q=define:puritan&sa=X&oi=glossary_definition&ct=title

"prude: a person excessively concerned about propriety and decorum"

...well, not quite! ;P 
Screenshots ^^^ 
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 
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 
 
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) 
 
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 
 
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: 
hey, that's kinda cool. 
MY QUAKE IS THE REAL QUAKE 
roar 
 
I guess I deserve this thread for having the gall to state a preference. Sorry all! 
Opinions, Arseholes 
etc 
I Actually Think JoeQuake 
is a really good engine!
I mean for a balance between compatibility and sheer eye candy.

And AguirRe's engine is immortal. 
 

"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! 
roar - but louder. 
Yeah 
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 
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 
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 
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 
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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