Grahf:
#191 posted by metlslime on 2009/07/08 05:02:10
It's an issue with all engines that don't do something special to fix it. Basically all sounds in the level have an origin point, even if they are attenuation = 0 sounds. I don't know what darkplaces does specifically to fix it, but it must treat those sounds specially, forcing them to be the same volume in both channels.
Yeah
#192 posted by ijed on 2009/07/08 05:38:58
I hacked it by putting four sound entities in each level, at the primary cardinal points.
The best fix is a fair bit of messing about - null sounds and playing them from outside. But nothing breaks immersion like alt-tabbing.
Basically sounds in quake can only be heard when seen. ATTN_NONE makes them full volume despite distance.
Thanks Guys
#193 posted by grahf on 2009/07/08 06:00:26
I suspected it had something to do with attenuation. It didn't really detract from the atmosphere anyways, I was just curious.
Keep up the good work and all; I really appreciate and enjoy it.
#177 / 179
#194 posted by JPL on 2009/07/08 07:44:10
metlslime, I made others tests in multiplayer.
I played with 5 collegues, and no errors / hang up / issues occured during more than an hour, hence the fact I think the issue comes from the mods itself... weird...
#195 posted by Spirit on 2009/07/08 09:02:45
That's why more engines need Ogg Vorbis cdtrack emulation (with cd play # support).
Full Dark Torches
#196 posted by necros on 2009/07/12 02:37:45
what causes that? every so often, a wall torch (or quoth brazier) is full dark, even though the floor directly under it is very bright.
Maybe..
#197 posted by JPL on 2009/07/12 12:11:33
... because it is in a wall ? I already experimented this dark-ish behavior with impaled corpses... maybe same issue.. though... :P
#198 posted by necros on 2009/07/12 20:47:11
here's a screenshot: http://necros.quaddicted.com/temp/dark1.jpg
as you can see, the entity is inside the level (the origin on the braziers is up where the flame is) and the floor underneath is nearly full brightness.
it doesn't happen in aguirre's glquake though.
Necros:
#199 posted by metlslime on 2009/07/13 03:08:55
so this is a fitzquake-only bug? Perhaps it's due to entity lighting interpolation (the code that uses the floor lightmap brightness to determine lighting, in fitzquake interpolates between neighboring lightmap samples.)
Well
#200 posted by necros on 2009/07/13 04:04:57
i am hesitant to declare it's a fitz only bug since i can only really test in fq and aguirreGlquake (henceforth aglq, curse you aguirre for never actually naming your engine!). do the tools used to compile (in this case, aguirre's light util) make a difference when the engine reads the data?
otoh, i cannot ever remember seeing this happen in glquake. the 'zone' where an entity is full dark also appears to be more than just a single pixel or whatever. i've had it continue to happen up to 16~ units away from where i first noticed it.
in any case, if it's interpolating, then it's definitely not getting some lightmap data at all since that entire area is full of light.
Hmm...
#201 posted by necros on 2009/07/13 04:16:52
ok, too look at this a different way, perhaps it's interpolating with lightmaps on surfaces not parallel to that floor.
this is an unsealed map, so there are 2 planes, one that is the bottom of the wall brushes, and one that is the side of the floor brush. those 2 planes/collection of faces are full dark.
Stupid Question But...
#202 posted by JPL on 2009/07/13 10:21:34
.. did you add an angle value to give direction to the light ? It may explain the issue...
Also, I remember (correct me if i'm wrong) that depending of the light tool, the angle / mangle, anglesense / etc.. fields may be interpreted differently by different light tool... though...
Quake Mission Packs ...
Is FitzQuake capable of running the official Quake mission packs (Armagon / Dissolution) ?
From what I understand one of the packs requires a change to the engine to allow rotating brushes and I was hoping this change has been implemented in FitzQuake ?
I'm currently running 0.80 SDL on a mac and I'm not sure if 0.85 SDL has been released yet.
-Mic
Micpringle:
#204 posted by metlslime on 2009/07/13 10:33:45
yes, it supports them -- the engine change was already in the source code when id software released it.
Metlslime ...
Fantastic - Thanks for the quick response.
On another note, I sent you an email a few days ago regarding FitzQuake and I was wondering if you'd managed to get chance to read it ?
Thanks
-Mic
How Do I
#206 posted by ijed on 2009/07/18 21:45:13
Raise maxplayers in fitz? Setting it to 10 just tells me 'maxplayers set to 4'.
#207 posted by mwh on 2009/07/19 09:23:30
In bog standard quake at least you can only raise the limit above 4 on the command line: -maxplayers 6
It only goes to 8 though, I think.
Ijed
#208 posted by spy on 2009/07/19 10:00:51
'-listen 16' will do it for you
Thanks
#209 posted by ijed on 2009/07/19 18:04:14
Model Limits ...
Hi,
What are the model limits in FitzQuake in terms of vertices/triangle/faces etc ?
(I'm specifically refering to .mdl models)
Thanks
-Mic
Fog
#211 posted by erc on 2009/08/07 17:35:48
Seems like the engine doesn't read my preferred fog value from autoexec, even though it has no problems with other related cvars, like r_skyfog. Any suggestions metl?
Erc:
#212 posted by metlslime on 2009/08/07 23:16:29
fog gets cleared on map load, so it's becuase autoexec happens before you load whatever map you want to play.
I've had other questions/requests like this, it seems like people want to use fog as a user preference rather than as a mapper testing feature, so i probably need to figure out a way to do this. Probably need to track whether the current fog value was set from the console vs. the worldspawn, and clear it only if it was set in the worldspawn. Of course this breaks any mod that uses stuffcmd to hack fog into a level, maybe i need to publicise SVC_FOG so that doesn't happen....
Remember
#213 posted by ijed on 2009/08/07 23:24:57
That some mods will change fog as well - Quoth's trigger_iforgetwhatitscalled can change the fog.
Metl:
#214 posted by erc on 2009/08/07 23:58:04
Thanks for the explanation. I remember trying out some 'fancy' engines years ago - those kept the fog throughout the map changes once it was enabled from the main menu. I didn't know it was a complicated issue till you explained it to me. It isn't that important anyway, just a minor annoyance that can be easily dealt thru' the use of a simple alias. Even though I prefer playing custom levels the way they're intended to, I thought minimal use of fog would spicen things up a bit when replaying the classics.
Re: 213
#215 posted by necros on 2009/08/08 00:09:00
i'm kicking myself that i never made an info_interpolateFogValues :P
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