Lightmapped Water
#1385 posted by mh on 2017/02/17 07:50:34
Well that was unexpected. :/
The "semi-official" 32-player deathmatch map death32c, still available on ID's FTP server (ftp://ftp.idsoftware.com/idstuff/quakeworld/maps/) has lightmapped water.
And the lightmaps are messed-up: http://www.quaketastic.com/files/screen_shots/LITWater/messed-up.jpg
I guess this means that other maps with messed-up lightmaps on water surfaces may very well be out there in the wild, but in the absence of engine support for lightmapped water nobody was ever aware of them.
You could control this with a cvar but that's pushing responsibility back to the player, which I don't like.
Since lightmapped water is a new feature I suggest a worldspawn key indicating it's presence. That way engines that don't support it can ignore it. Engines that do support it can pick it up. Maps like death32c aren't subject to false positives.
#1386 posted by PRITCHARD on 2017/02/17 08:08:25
I wonder which compilers were writing that junk data? Worldspawn key has my +1. I've already forgotten all the discussion we had a while back, so I'm a clean slate on that (except for the point that it'd be really cool, that still stands).
#1385
#1387 posted by Spike on 2017/02/17 08:58:01
check the styles. if there's multiple 0s then its clearly uninitialised.
while its possible for a light util to write multiple of the same style, 4 of them is basically pointless as it would oversaturate everything.
#1388 posted by mh on 2017/02/17 10:34:04
check the styles. if there's multiple 0s then its clearly uninitialised.
Bingo, buy the man a large beer.
I believe that these maps may have been lit with ID's then-unfinished qrad tool.
#1389 posted by ericw on 2017/02/17 19:31:04
DarkPlaces shows the same problem on death32c: http://i.imgur.com/vZjyDXC.jpg
I would lean towards a worldspawn key now as well, since there are no released maps using lit water yet.
"Quake Code Nightmares"
#1390 posted by mh on 2017/02/18 00:08:09
From the video code:
vid_modenum.
vid_realmode.
vid_default.
windowed_default.
vid_mode.
DIBWidth.
DIBHeight.
WindowRect.
mainwindow.
dibwindow.
_vid_default_mode.
_vid_default_mode_win.
vid_config_x.
vid_config_y.
window_center_x.
window_center_y.
window_x.
window_y.
window_width.
window_height.
window_rect.
vid.width.
vid.height.
vid.conwidth.
vid.conheight.
r_refdef.vrect.x.
r_refdef.vrect.y.
r_refdef.vrect.width.
r_refdef.vrect.height.
glx.
gly.
glwidth.
glheight.
These are all global variables that are used to store what is essentially the same information. I don't even think I have all of them here. But all that you really need to store is the window handle and you can derive everything else from it. Sure you can potentially optimize by caching some stuff, but this crap reads like any time something was added to the video code, a new set of globals was added just for it. Of course they all have to be kept in sync and consistent, so any work on the video code is a tangled mess from the outset.
#1391 posted by Mafgar on 2017/02/18 02:23:59
I'm trying to host a dedicated server with this and anyone outside my network can't connect..
I love how faithful this client feels to the original Quake and I know netquake is tricky and not as ideal as QW but honestly QW feels OFF to me..
Any ideas on why folks can't connect? Tried dedicated.. noipx.. My ports are open, no firewalls.. I hosted a QW server last night without a hitch.
@mafgar
#1392 posted by Baker on 2017/02/18 04:02:32
Mark V should launch a single port server just like Quakeworld. Only port 26000 needs to be open. (Feature is essentially courtesy of Spike).
It could be the clients other people are using.
By default, Mark V uses FitzQuake protocol 666 --- this means DarkPlaces and ProQuake cannot connect, for instance, since they don't support protocol 666. sv_protocol 15 is regular Quake.
What you should do is try to connect to yourself from another client through your public IP. Also you may wish to do sv_public 1.
@ericw/mh
#1393 posted by Baker on 2017/02/18 04:14:38
ericw: I lean towards worldspawn key
If that's the best way to do ... then whatever solves the problem ;-) And any engine should be able to read a worldspawn key pretty easy ;-)
@JPL - Mirrors ...
#1394 posted by Baker on 2017/02/18 04:19:22
Mirrors ... here you go ...
https://www.youtube.com/watch?v=BSSnY9DfZ9Y
If you want to play on that quickly assembled test map: http://quakeone.com/markv/media/hall_of_mirrors_test_map.zip
Pulsar threw a mirror into Arcane Dimensions ad_magna map, but it is very difficult to find it because the map is huge.
http://quakeone.com/markv/media/ad_magna_arcane_dimensions_1_50_setpos_2496_56_-292.png
In Mark V, type "setpos 2496 56 -292" in the console with ad_magna loaded and teleport directly to the mirror ;-)
#1395 posted by Mafgar on 2017/02/18 04:30:12
Yeah, folks were using Mark V and could connect to my QW server just now.. haven't tried SV_public 1
The server does list my local IP rather than external, anything I need to do there?
#1396 posted by Mafgar on 2017/02/18 04:32:11
Also super weird... I can't connect to my own server anymore using localhost, 127, or my network address.. but I CAN join through the multiplayer public menu. No one else can see my server though.
#1397 posted by Mafgar on 2017/02/18 04:33:38
And when I type sv_public it says UDP WRITE, sendto, bad adresss ?
@kinn
#1398 posted by Baker on 2017/02/18 04:35:55
Holy shit. I would love to read a compilation of "quake code nightmares" like this.
It's turtles all the way down.
@mafgar
#1399 posted by Baker on 2017/02/18 04:36:53
Add -noudp6 to the command line to disable ipv6.
See if that solves the problem, what operating system and version are you using? Like is this Windows XP or a certain version of Linux?
#1400 posted by Mafgar on 2017/02/18 19:40:56
I'm using Windows 10, it's definitely attaching to an ipv6 address so I bet that will do something. I'll try it later, thanks for the help!
#1401 posted by Baker on 2017/02/18 19:48:01
I've seen that ipv6 oddness before, but not on Windows -- ironically, the iPad example doesn't like ipv6 when connecting to a server.
The next time I load up Windows 10, I'll see how it reacts to ipv6.
#1402 posted by TERMiNAL on 2017/02/18 19:48:14
Something I noticed with Mark V - Release 1.00.
When I first get into the game, my frames are all over the place for like 5 seconds and then it goes to normal, anyone know why? I'm on an AMD 480, Freesync with windows 10.
Also an FOV adapt feature would be nice, Like the one in QuakeSpasm.
#1403 posted by Baker on 2017/02/18 21:28:50
Also an FOV adapt feature would be nice
Mark V uses a similar algorithm to fov adapt, although if I recall it is an mh variant (640/432?). Even the software renderer uses it.
It can't be turned off, but since it is aspect ratio correct, I can't think of why someone would want to turn it off.
If misunderstood what you meant, let me know.
#1404 posted by anonymous user on 2017/02/18 21:34:27
Cool I'm fine with that!
Also...being able to change mods/maps in game would be great...instead of just being able to change the levels.
Something QuakeSpasm doesn't have, you have to use Injector.
Injector works but seems it will never had a final version.
#1405 posted by ericw on 2017/02/18 21:58:46
Something QuakeSpasm doesn't have, you have to use Injector.
QS and MarkV both have this, the "game" command:
game xxx
exec quake.rc (optional.. loads the configs from the new mod.)
@terminal
#1406 posted by Baker on 2017/02/18 22:07:12
In Mark V, you can type "install travail" or "install rapture" in the console and it will install Travail or rapture off Quaddicted.
You can type "install b" and press TAB and it will autocomplete one of the about 530 Quaddicted mods recognized.
I'm just lettting you know these things.
Like ericw pointed out, the "game" has existed for a very long time in FitzQuake and derived engines like Mark V and Quakespasm.
JPL
#1407 posted by PuLSaR on 2017/02/18 22:15:50
there's a mirror in my explore jam 2 map as well. it's big and right on the mandatory route.
I do love this feature.
#1408 posted by PuLSaR on 2017/02/18 22:27:54
I remember the mirror corridors section in Prey (the old one, who the hell decided to call the new game the same as the old one that did not have any siquel). I wish it could have been done in mark v, but it's impossible so far with one mirror at a time limit.
I still wish it will be possible one day.
FOV
#1409 posted by mh on 2017/02/18 22:33:24
The calculation I used originates in a gamedev.net thread at https://www.gamedev.net/topic/431111-perspective-math-calculating-horisontal-fov-from-vertical/ and an online FOV calculator that used to be at http://www.emsai.net/projects/widescreen/fovcalc/ - the latter can probably be picked up at archive.org nowadays.
I just lifted the calculations over to the Quake engine.
640x432 was chosen as a baseline aspect ratio which everything is calculated relative to. This is GLQuake's default 640x480 less 48 status bar lines. Arguments can be made for and against different baselines.
QuakeSpasm uses a different widescreen FOV calculation standard, and I'm not going to argue that either is more correct than the other. The great thing about standards is that there are so many of them.
|