It Also Means...
#1541 posted by mh on 2015/08/20 00:14:05
...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!
#1542 posted by Spirit on 2015/08/20 15:33:32
#1543 posted by necros on 2015/08/21 01:28:03
more important than moving lava imo
Seems To Have Been A Recurring Problem..
#1544 posted by ericw on 2015/08/21 06:54:12
Allrighty...
#1545 posted by ijed on 2015/08/21 16:22:17
Was Wondering...
#1546 posted by ptoing on 2015/08/23 01:20:18
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.
#1547 posted by - on 2015/08/23 04:29:48
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
#1548 posted by necros on 2015/08/23 05:53:44
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
#1549 posted by ptoing on 2015/08/23 15:45:01
Scampie: how is a bit of additive blending going further than alpha, skyboxes or coloured light. It really is not. And it is one of those effects which could add to the atmosphere of a map but still feeling like Quake, which the stuff that necros linked, while looking neat, decidedly do not. That water does not mesh with Quake at all, imo.
Wut?
#1550 posted by necros on 2015/08/23 16:26:44
But it's even nearest neighbor!
#1551 posted by ptoing on 2015/08/23 17:20:16
Lol, no it's not. :P
Demos
#1552 posted by ptoing on 2015/08/23 20:25:44
For some reason putting demos in mod folders does not seem to work. Quakespasm does not list them nor does it play them if I manually enter their name. Only stuff in id1 gets recognised even if I am playing something out of another folder. Is this intended?
#1553 posted by necros on 2015/08/23 20:36:10
they do work in mod folders. double check where you put the files, i guess?
Derp!
#1554 posted by ptoing on 2015/08/23 20:49:18
I originally downloaded mapjam6 and put it in a folder called func_mapjam6. And then later downloaded it from quaddicted via Quake Injector. Which has it inconsistently named mapjam6 *shakes fist* So that is where the problem came from.
Don't You Dare Blame Us.
#1555 posted by Spirit on 2015/08/23 21:20:12
The zip is mapjam6.zip, the readme tells us to use jam6/ but is called func_mapjam6_readme.txt.
I hate this job.
Spirit
#1556 posted by necros on 2015/08/23 21:26:53
what you really need is something like those elder scrolls loaders where authors include the metadata. :P
I Wish!
#1557 posted by Spirit on 2015/08/23 21:32:33
Quaddicted does not have enough traction though plus there is 19 years of baggage.
#1558 posted by ptoing on 2015/08/23 22:49:56
Well, all the other jams went into func_mapjam# folders. But I guess you can blame Daz, lol.
It Really Doesn't Matter
#1559 posted by DaZ on 2015/08/23 23:05:35
#1560 posted by ptoing on 2015/08/24 02:17:46
Everything has to be in perfect order! EINS, ZWEI, EINS, ZWEI!
Additive Blending...
#1561 posted by mh on 2015/08/24 19:25:14
...doesn't need depth sorting but it does need content designed to work with it. It's not enough to just ask for vars to support it.
Don't underestimate the power of 19 years worth of inertia. It's not enough to just ask for a feature in a manner that shows you haven't even thought through the implications of it.
The best way to resolve blending issues that require depth sorting is to just add depth sorting. It's not hugely complex but it does involve quite a bit of work. I'm sure it's on the QS guy's radar but asking for it more and more isn't gonna help it be done faster.
#1562 posted by ptoing on 2015/08/24 19:55:18
Of course I know that additive blending needs specific content to be made for it. Most of the stuff in Quake already would not work that well with just slapping that on top of it.
But it is not really hard to make some textures and things that work really well with it, as shown by some Doom maps for engines that support it.
Learn To Code?
#1563 posted by ijed on 2015/08/25 04:58:18
If Days Had 48 Hours, Maybe...
#1564 posted by ptoing on 2015/08/25 05:11:52
I know how to do some scripting and such. But yeah. Don't really have time for that atm.
Relative Path Support
#1565 posted by Putzo on 2015/08/27 21:55:16
Would it be very cumbersome to implement starting the engine via relative paths? Right now, the .EXE will return the error message in the screenshot below (I have a faint recollection of seeing the same msg in GLQuake back in the day, not sure tho).
http://i.imgur.com/jZcvxKx.png
I tend to get myself doing lots of stuff in Windows CLI these days, including compiling my never ending stream of "test maps" :D
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