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Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
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It Wouldn't 
But it could help hide the fact they're all marching in unison, depending on how tall each brush is.

If you have large flat wall, it's always going to be visible. however, if you break the wall up into steps or multiple slopes and have the liquid flow over each one, this will also help hide the repetition.

Especially if you scale the textures as they 'flow' over the different angles to give them different flow speed. You will get some misalignment between brushes doing that.

If you do want them to move at different speeds (even though physics don't do that) you can just scale the textures on each of your flat brushes. A minor range of variation, say between 0.9-1.1 in Y. 
 
I think you misunderstood me slightly. As in what I wanted to do.

Imagine a slipgate with that animated red grate texture, +0slip and following.

Imagine now you want to have 4 of these grates next to each other, but starting at different frames, +0slip, +1slip and so on. That would give a nice effect of the pulse going through the machine, not all as once, but flowing through it.

But the animation does always start on +0 no matter which frame you actually put on a brush.

So you would actually have to duplicate the brush and change the frames so that +1slip in the new animation becomes something like +0slip2. pita. 
 
 
clever! 
 
I don't really see any reason why this wouldn't be possible in-engine, but I'm trying to think of how it could possibly break compatibility with other content. A cvar isn't the answer because that other content might be in the same map. 
 
The simplest solution would be a variable which starts animations at the frames which is actually set on any given brushface. Of course this depends on how stuff is handled by the compiler? Does the compiler by any chance set all animation textures to +0?

But if that was possible something like r_textureanimframeoffset 1 or something would work well enough. 
 
I think the way to do this right now is changing the texture names to suit your needs. There's no way of staggering the start points of the animation cycle. 
 
Yeah, simple but kinda dumb way of doing it is duplicating the texture a bunch of times with different offsets. I really wonder why they did it like this in Quake when it works fine in Doom :/ 
 
have you tried it in software quake? It might actually work there and just be broken in all GL-based ports. 
 
hmmmmmmmmmmmmmmmmmmmmmmmm. Trying now. will report back in a bit. 
Nope 
Tried in Winquake and original DOS Quake.exe 1.08. Same behaviour. 
 
ah well. I think you should just duplicate the textures and be done with it. 
 
Yeah, that's what I will do when I wanna do something like this, which I likely will at some point. 
Weird Bug. Engine Or Map Related? 
I just played a bit of A Desert Dusk in QS and at some point I got a weird bug. My axe was replaced with what looks like a scorpion stinger or something and all my other weapons could not be used until I found more ammo for them.

Link to demo, sadly not from start:
https://dl.dropboxusercontent.com/u/15588722/add_weirdness.zip 
Little Idea, But Would Have To Be Coordinated With Other Engine Makers 
func_water, func_lava and slime as well, so you can make something with a different texture have lava properties as well, without having to do hacky shit. But I reckon such a feature would lead to between-engine-headaches. 
 
func_water, func_lava and slime as well, so you can make something with a different texture have lava properties as well, without having to do hacky shit. But I reckon such a feature would lead to between-engine-headaches.

This isn't determined by the engine, it's determined by the BSP compiler.

The only thing that the engine does is identify surfaces who's texture starts with "*" and draws them with the turbulent warp effect. But contents are already set during BSP compilation, so any changes would need to be made there. 
 
Ah, that makes sense. 
It Also Means... 
...that if a BSP compiler was modified to support this, then all engines would automatically pick it up without any headache or grief. 
Can't Suicide -- Allready Dead! 
^ typo. Looks like many engines have it, at least Tyr too. https://www.google.com/search?q="Can%27t+suicide+--+allready+dead!" 
 
more important than moving lava imo 
Seems To Have Been A Recurring Problem.. 
Allrighty... 
 
Was Wondering... 
The alpha variable is pretty cool, but alpha always has the sorting issue, as we all know.

It would be pretty cool if there were also vars for additive and subtractive blending. Of course they should be mutually exclusive, but I think some cool stuff could be done with those, and they do not suffer from any sorting problems, from what I know. 
 
If you want to go that far, tbh you should use something the supports Q3 maps, and just use shaders. 
Darkplaces Is Also An Option For Q1 Bsp 
There is a sort of simplified shader support in darkplaces. While it is not as powerful as doom3 or anything, it is close to q3 except for some limitations and you can still use q1 bsp format.

It's all done with text files just like q3 and is pretty easy to set up. You can get some pretty wild stuff with it too:
https://www.youtube.com/watch?v=bhwzAxTg99U
https://www.youtube.com/watch?v=_NrHNilIqLo 
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