Tweaking Cvars Randomly From Gamecode For Anything Except Menus Is Evi
#1390 posted by qbism on 2014/11/05 02:54:08
+1. People think these trigger_cvarset maps are buggy. I'm scared to copy-paste this into my engine. Also, why is 'fog' is a command and 'r_skyfog' a cvar?
..Is Evil
#1391 posted by qbism on 2014/11/05 02:57:41
My title was one char too long. Anyway, skyfog could be an arg tacked on to the 'fog' command.
+1 Qbism
#1392 posted by mfx on 2014/11/05 03:31:32
fog has 5 values then.
Fog Alpha R G B Sky
#1393 posted by qbism on 2014/11/05 04:01:05
Yes. That would be more consistent with expected behaviour and compatible with engines that don't support it. The 5th value would be ignored without crashing in that case. There could still be an r_skybox cvar for players to tweak.
#1394 posted by ericw on 2014/11/05 04:15:57
one issue with that is that DarkPlaces already uses the 5th value for fog alpha, which is different than r_skyfog. Not sure if any other engines already use it for something too.
I still think skyfog as a separate worldspawn key is the way to go.
+1 Skyfog
#1395 posted by qbism on 2014/11/05 04:42:59
That would be even more compatible. Again it does not preclude r_skyfog. Also I should have said 'fog DENSITY r g b'... density is more accurate
#1396 posted by mh on 2014/11/05 23:00:25
But you probably haven't noticed that, because you're a complete cunt.
Maybe I am, but this kind of thing seems well-worth discussing even if so. Would you not think that nailing down some predictable and consistent standard behaviour in a case where a grey area remains owing to sloppy and/or weak initial standardisation is worthwhile? Is that something that could be of benefit to the entire community?
#1397 posted by JneeraZ on 2014/11/06 00:55:50
Do whatever Preach says. :) Thanks!
Fullbrights
#1398 posted by Baker on 2014/11/06 05:55:47
A number of old releases were made for GLQuake and never tested in WinQuake or an engine that supports fullbrights. And as a result, you have fullbright patches in the map textures.
It is possible that in the future, some sort of informational only external .ent file could tell the engine not to use fullbrights on the map textures supplied in the .bsp.
Similar to the idea of producing external .ent files signaling the author's intended r_wateralpha value for the level.
I'm just filing this thought here.
.ent Files
#1399 posted by mh on 2014/11/07 11:31:30
I have problems with these on practical grounds.
A .lit file can be associated with the source .bsp by comparing the size of it with the size of the original lighting lump.
A .vis file can be associated with the source .bsp by comparing the number of leafs in it with the number of leafs in the original leafs lump.
There's no such comparison available for .ent files.
Sure, you can do string comparisons of certain fields in the worldspawn entity but it just doesn't seem as robust.
I'm aware that Quakespasm has it's own way of checking these, by means of only loading them from the same gamedir, but I can see a case where someone might want to keep these modifications in a second gamedir so they have the option of playing with either the original content or modified content.
I personally have the extended Dismal Oubliette (among other things) in a pak2.pak in ID1 so how can I be sure that a hypothetical .ent file for it - even if loaded from ID1 - refers to the original version or the extended version?
I don't pretend to have an answer to this, just highlighting potential issues as they occur to me so that we don't end up with another half-baked standard that isn't as robust as possible from the outset.
#1400 posted by Baker on 2014/11/07 22:31:09
How can you determine if an external .ent file is for the right .bsp?
Right now, you can't.
But I guess a .ent file could have some information about the expected .ent size or count it should be replacing, perhaps in the worldspawn section or some such thing.
#1401 posted by necros on 2014/11/08 01:37:34
what about an md5 hash of the bsp file?
#1402 posted by metlslime on 2014/11/08 01:44:38
how about... don't use the .ent file if it's lower on the search paths than the .bsp file of the same name?
i.e. id1/maps/e1m1.ent won't override mymod/maps/e1m1.bsp
likewise, a .ent in a pak file won't override a loose bsp in the same game dir.
#1403 posted by mh on 2014/11/08 03:24:58
how about... don't use the .ent file if it's lower on the search paths than the .bsp file of the same name?
I'm not saying this is something that does happen, but I'd prefer a solution that can handle a case where somebody manages to get e.g a hipnotic start.ent into their ID1 directory.
This is mostly coming from reading various QuakeOne threads and observing the difficulties that people have with even getting the most basic stuff set up right.
Mh:
#1404 posted by metlslime on 2014/11/08 03:38:58
i think my suggestion would handle that by rejecting the start.ent (start.bsp would be later in the search path in that case.)
Hmm...
Actually a pretty good check would be to compare number of submodels in the bsp... since they are referenced in the .ent file right?
That would only fail if the .ent file doesn't use the highest-numbered submodel, which is still a point of failure i suppose.
#1405 posted by Baker on 2014/11/08 04:05:37
@metslime ... I don't think it does even now with Quakespasm's ingenious content protection scheme.
#1406 posted by ericw on 2014/11/08 04:49:57
I think QS already does what metl suggested; here's a comment from gl_model.c:
// use ent file only from the same gamedir as the map
// itself or from a searchpath with higher priority.
#1407 posted by metlslime on 2014/11/08 09:04:16
yay, problem solved.
QS seems to run significantly slower after I die and reload the map. How come?
Very Weird
#1409 posted by ericw on 2014/11/14 19:46:28
Shouldn't happen, I'd like to be able to reproduce that. Can you give me a scenario where it happens, like any command-line flags (heapsize), mod/map. Assuming the win32 0.90 exe? You're just pressing space to restart when dead, not loading a save? Can you see an increase in the frame times reported by r_speeds?
Powerup Flash
#1410 posted by ranger on 2014/11/15 17:49:35
what console command disables the screenflashes when grabbing powerups?
#1411 posted by anonymous user on 2014/11/15 20:06:56
gl_polyblend 0
Wait What?
#1412 posted by necros on 2014/11/16 01:08:24
the powerup flash is built in and can't be disabled.
although, amusingly, if you type 'bf' into the console, it will play it.
My Bad
#1413 posted by necros on 2014/11/16 01:09:58
i forgot, but it's not actually 'built in', but is part of the progs.dat.
The code actually sends a 'bf' console command when you pick up items. In theory, you could make a mod to disable it.
Or In Theory
#1414 posted by Preach on 2014/11/16 01:50:58
You could also create a modified engine that makes "bf" a command that does nothing - or have a cvar that introduces that change. I read ranger's post as looking for such a cvar, dunno if it's an existing feature in quakespasm or elsewhere...
|