#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
Addendum To The Above
#1566 posted by Putzo on 2015/08/27 22:01:20
Not sure if relevant, but I'm running the latest SDL2 build from ericw's repository (quakespasm.ericwa.com):
Quake Version 1.09
QuakeSpasm Version 0.91.0
Exe: 10:39:47 Aug 23 2015
#1567 posted by ptoing on 2015/08/27 22:38:16
Where is the id1 folder relative to the retrojam folder? Pretty sure those have to be at the same depth.
Ptoing
#1568 posted by Putzo on 2015/08/27 22:51:06
They are at the same depth. But your comment prompted me to try and lauch the engine with NO command line parameters (which I haven't tried before), and interestingly enough, this time it returned a different, and a somewhat more creepy, error msg:
http://i.imgur.com/KKCKjM5.png
(sorry for any possible english mistakes)
#1569 posted by Spirit on 2015/08/27 23:01:22
Check out the -basedir parameter.
-basedir FTW!
#1570 posted by Putzo on 2015/08/27 23:23:52
Holy crap, -basedir is the solution:
http://i.imgur.com/4SV5anL.png
All of the above worked flawlessly!
Thanks a lot Spirit haha, I now remember using|seeing this cmd line parameter *way* back... damn 15yo memories!
For Reference
#1571 posted by Putzo on 2015/08/27 23:30:59
... this screenshot shows the "cmdline" cvar for the above two examples, in order.
http://i.imgur.com/0V6Nxkl.png
Just in case it might be useful for someone in the future.
IIRC
#1572 posted by mh on 2015/08/28 01:01:53
-basedir might choke on paths with spaces in them.
#1573 posted by Joel B on 2015/08/28 03:18:54
If you make sure to quote the path argument, paths-with-spaces works for Quakespasm IIRC.
Last time I checked, basedir support was generally missing in Fodquake, DirectQ, and Qrack. It was broken on paths-containing-spaces for Engoo and Super 8.
Intedesting...
#1574 posted by oGkspAz on 2015/08/28 09:22:32
From working at a bookshop and often punching in EAN's I can say: Finally an engine where typing from the numpad works!!
Here's hoping more engines follow this example.
No Spawn Function For Func_dm_only
#1575 posted by adib on 2015/09/01 02:59:10
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.
Any ideas? I believe id1 progs.dat should have this entity...
Sorry!!! Wrong Thread!
#1576 posted by adib on 2015/09/01 02:59:59
Recolored Texture/skin Bug
#1577 posted by ericw on 2015/09/03 21:13:47
Arghh, QS 0.90.1 has a bug where a random texture or skin gets shifted colors after a video mode change. ("map start", change video mode, "map e1m2" and you will have a gray shotgun).
I'm working on a fix for it
#1578 posted by necros on 2015/09/03 21:37:07
must be on certain gfx cards as it doesn't happen to me.
#1579 posted by ptoing on 2015/09/03 22:03:32
I had this happen to me as well where sometimes I got a red shotgun.
#1580 posted by Joel B on 2015/09/03 22:29:54
That's a rare drop.
You can combine it with the red super-shotgun to make a level one tri-barrel.
Only If
#1581 posted by ijed on 2015/09/05 03:24:37
You have the first and third rune though.
Having any of the others just summons the dopefish.
Haha
#1582 posted by ericw on 2015/09/05 03:44:39
The bug was running the shirt/pants recoloring code on a random texture. There's a bug report with more details.. I put in a workaround (hopefully) last night.
The latest dev build with the fix is here if anyone wants to try it.
It's Early And I'm Still A Bit Drunk
So you can imagine what I misread shirt/pants recoloring code as
#1584 posted by Kinn on 2015/09/05 10:34:17
It's like Quake 2's damage skins - as scary things transpire, brown patches appear on one's trousers.
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