#136 posted by mh on 2012/01/08 22:07:05
A high value of gl_farclip will make it worse as it reduces your z-buffer precision; ideally setting it low will help more (there is, of course, a tradeoff in that).
z-fighting is really a mapping problem, and it should be fixed in the map and not by the engine.
The traditional "fix" (using polygon offset) sucks because (a) the z-buffer is non-linear so offset factors will have different effects at different depths, and (b) the OpenGL spec allows polygon offset to be implementation-dependent, so the same offset factor may have different effects on different hardware.
Demo Control
#137 posted by ijed on 2012/01/09 00:46:12
I haven't requested this (yet) but with Peg's RMQ demo's it'd be very useful. There's lots, and the level length is 30 minutes average.
And yeah, z-fighting is bad level building.
What are the engines that can play and rec demos with reloads and map changes except DP?
#139 posted by necros on 2012/01/09 01:21:57
well... technically all of them.
save a game
die somewhere
type disconnect
type record demo
load a game
same for level transitions.
change level
save
type disconnect
type record demo
load the game and continue playing
this is extremely helpful when sending in beta demos! :)
yeah... this is extremely awkward, hence I'm looking for engines that can do it seamlessly
Any Engine Can IF ...
#141 posted by Baker on 2012/01/09 03:20:51
Engine tutorial: Playback demos recorded across map changes. (Ridiculously easy).
http://forums.inside3d.com/viewtopic.php?t=2397
#142 posted by mh on 2012/01/09 03:30:18
I haven't requested this (yet) but with Peg's RMQ demo's it'd be very useful. There's lots, and the level length is 30 minutes average.
Oh, you've already had this available for years. cl_demospeed; set to negative numbers to rewind; it fucks with the motion blur though so you may wish to disable that.
Demoplay With Map Changes
#143 posted by szo on 2012/01/09 09:43:55
just added support for this to quakespasm:
http://quakespasm.svn.sourceforge.net/viewvc/quakespasm?view=revision&revision=604
... in the svn repo now, will be part of next version
Does It Also Work With Reloading? And After Dying
#144 posted by negke on 2012/01/09 10:42:26
There's a way to fix demos recorded across map changes, but it only works for protocol 15 and 10002. With BJP's convdem tool, simply append a short newly recorded demo snipped to the end of the existing one (merge) and the post-mapchange recording will be shown fully.
Negke: Die/reload Demo
#145 posted by szo on 2012/01/09 11:56:55
.. yes it does: tested with this one:
http://quakespasm.sf.net/tmp/tt2.dem
Cool
That's a really useful feature, .exe please?
Exe
#147 posted by szo on 2012/01/09 14:01:10
Tried It
Works on map change and map restart(after death) but doesn't work on loading a save.
Demorecording, Loading A Save
#149 posted by szo on 2012/01/09 15:29:40
Host_Loadgame_f() normally does a CL_Disconnect(), therefore loading a save stops the recording as very much expected.
#150 posted by Spirit on 2012/01/09 15:35:36
Same for me, "Host_EndGame: Server disconnected".
Spirit:
#151 posted by szo on 2012/01/09 15:56:18
as I said, that is the normal course of things, and also is out of the scope of the fix I applied which touches playback code and not recording code. you guys really want to record demos by loading saves while in the middle of recording?? that can be tricky, I guess. (have anyone else implemented such a thing?)
#152 posted by Spirit on 2012/01/09 16:05:35
I like doing that. Make sharing or recording playthroughs much easier if you just record and forget.
Record Demos By Loading Saves While In The Middle Of Recording
DP has it, but it uses different format\protocol
I Would Really Like That Too
#154 posted by ericw on 2012/01/09 21:14:00
i.e. demo recording continues until an explicit "stop" command
Quake 2 Style Notarget
#155 posted by ToMaHaKeR on 2012/01/18 18:02:16
Is it possible to have a Quake 2 style invisibility in QuakeSpasm? Explanation: If you enable the notarget in Quake 2 and shoot a monster, the other monsters in range don't react.
Re: Notarget
#156 posted by szo on 2012/01/18 21:44:29
notarget behavior is controlled by the progs (QuakeC), not by the engine.
Mac OS X User Map/quakespasm Issue
#157 posted by peter tron on 2012/01/29 18:54:34
Spirit has been patiently helping me out, but whenever I try to run the 'arcanum' user map from 'quaddicted', it just boots up the original Quake.
I have dragged the contents of the 'arcanum' zip into the 'drake290111' folder.
This, in turn is contained within a main folder called 'Quake', sitting on my desktop.
The 'Quakespasm' engine exec is inside this main folder as well.
As is the id1 folder.
I double click the exec and I am prompted to enter a command into the command line parameter box.
I was told to type this:
"-game drake290111+map arcstart -heapsize 128000"
Whenever enter this, it just takes me to the main quake screen. I begin play, and it is just the introduction, followed by the slipgate complex etc.
I'm trying hard to get this to work, can anyone help?
BR.
Baz.
#158 posted by necros on 2012/01/29 19:24:10
this was probably just a typo, but there should be a space between 'drake290111' and '+map'
#159 posted by necros on 2012/01/29 19:30:41
oh also, if you can load the game up and then, as soon as it's done loading, type 'condump'
there should be a condump.txt file in your /quake/ folder. check to see if there are any errors down near the bottom you might have missed, or, if worst comes to worst, maybe post the last 20-30 lines here.
#160 posted by necros on 2012/01/29 19:31:22
oops sorry, there should be a condump.txt file in your /quake/drake290111/ folder. :P
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