Facepalm...
#1675 posted by
Skiffy on 2015/10/09 20:32:24
Some glitches can be left to the past.
Outerworld
#1676 posted by
ericw on 2015/10/09 20:42:26
You could hack the gamma shader, which postprocesses the entire screen just before displaying it. See:
https://github.com/ericwa/Quakespasm/blob/master/quakespasm/Quake/gl_rmain.c#L146
Just make sure to set your gamma cvar to something other than 1, otherwise the shader isn't used.
Re: #1674
#1677 posted by
metlslime on 2015/10/09 21:35:29
That bug was actually in glquake too.
Indeed It Was
#1678 posted by
Kinn on 2015/10/09 22:30:24
Anyway, obviously I was being sarcastic, Skiffy.
I do however think the 8-bit colours of software Quake is a feature worth emulating if possible as an option. It's one of those things that really defined the look of Quake for me.
Yeah
#1679 posted by
ijed on 2015/10/09 23:38:18
When you had to imagine what was going on between those fat pixels being splattered across the screen.
HD takes that away and sends you into a vegetative state.
Framerate
#1680 posted by nunu on 2015/10/14 06:44:08
cl_maxfps Doesnt works in Qspasm right ? Any tip to get my quake1 running at more than 70 fps ?
@nunu
#1681 posted by
primal on 2015/10/14 09:17:51
Change the max fps limit to number LIMIT with this command:
host_maxfps LIMIT
Show the result on screen:
scr_showfps 1
Since you are already running at around 70 fps, you won't need to mess with vsync. The command for it is vid_vsync if you do need to.
#1682 posted by
ericw on 2015/10/14 09:19:16
there's host_maxfps, but unfortunately going over 72fps can break physics (you get stuck on slopes, etc.)
Icon
#1683 posted by
Rick on 2015/10/17 20:24:22
I realize this is a pretty trivial thing, but the default Quakespasm icon is almost invisible against a dark (black) Windows desktop. Maybe a second one could be added that shows up better if a desktop shortcut is created.
#1684 posted by
Skiffy on 2015/10/20 14:26:19
8bit rendering would be a nice addition to emulate that is for sure. I don't know if there is a quake engine that supports it but I would love shadows on water. And has anyone considered expanding lighting to have ambient cube maps to capture light volumes instead of just sampling the bottom pixel under a monster?
#1685 posted by
Kinn on 2015/10/20 14:38:37
I don't know if there is a quake engine that supports it but I would love shadows on water.
This was discussed a while ago and no-one could agree on what these shadows should look like.
In my current map I've just gone "sod it" and literally made the fullbright water emit a little bit of light using the new surface light feature in eric's tyrutils. It's magic glowing water I guess. Looks not bad actually.
#1686 posted by
JneeraZ on 2015/10/20 14:51:24
Kinn - I too have embraced glowing water. Works pretty well, plus the area under the water gets lit for basically free.
Yeah
#1687 posted by
Kinn on 2015/10/20 16:34:31
I was surprised how ok it looks.
<czg> have a water-looking texture but it's actually lava
<czg> have blue lava. ths is new and pioneering!
#1692 posted by
necros on 2015/10/20 22:42:46
Makes sense since light hitting the surface would be reflected upwards and diffused by the ripples.
Drew
#1694 posted by
Kinn on 2015/10/23 11:27:44
Meh, it's just a bunch of unfinished brushwork and crap placeholder texturing.
Kinn
#1697 posted by
mankrip on 2015/10/29 08:23:20
"I don't know if there is a quake engine that supports it but I would love shadows on water.
This was discussed a while ago and no-one could agree on what these shadows should look like."
Retroquad does support it. Here's a bunch of screenshots:
http://mankrip.tumblr.com/post/120399970810
OH HECK YES
#1698 posted by
Skiffy on 2015/10/29 15:15:48
I like the look of that ALOT.
No Idea How That Works
But QS needs that desperately.