@R00k
#192 posted by Spike on 2018/10/18 11:23:52
maybe baker was curious as to whether the floor entity thing would cause the splash effect too (not my video, and I don't remember what state I left my examples in).
Traceline And Texture Questions
#193 posted by Torgo on 2018/10/20 01:22:46
I'm trying to check what texture is below the player when he walks, then I'll change the sound of his steps depending on the texture.
I found this function in fteextensions:
string(entity e, float s) getsurfacetexture
So I thought that I should use traceline to get an entity below the player to get its texture:
traceline (self.origin, self.origin + '0 0 -40', 0, self);
But trace_ent always returns world.
I'm almost positive I'm doing everything wrong here, that traceline only interacts with entities and not the map itself.
Any ideas?
#194 posted by Torgo on 2018/10/20 01:31:06
Yeah, I was completely wrong.
Just do this:
local float surfnum = getsurfacenearpoint(world, self.origin + '0 0 -40');
local string s = getsurfacetexture(world, surfnum);
sprint(self, s);
Missing Textures On Models
#195 posted by qazzaq on 2018/10/20 08:28:11
Textures for models used with DP do not affected in QSS. Models still grey.
How to solve an issue?
Spiked Particle Effects
i was playing through lost sepulcher months back, and i was using the ad spiked mod, and i had the particle effects working.
i downloaded the most recent version of spiked, extracted the contents to the root quake folder, ran the exe, tried out vanilaa quake, but i cannot see the partical effects.
i must admit, i'm out of the loop here, so any advice would be appreciated!
Qss Effects
#197 posted by Spike on 2018/11/23 07:29:56
the particle stuff in qss were added for use by mods or maps, rather than forcing it on all users (retaining the quakespasm feel by default).
ad uses them, vanilla does not.
if you want to use custom effects, either use the r_particledesc cvar to tell the engine where to load the particle effects from, or do the equivalent via the particleeffectnum/pointparticles/trailparticles qc builtins, or use worldspawn keys of the form "_texpart_TEXTURENAME" "CONFIG.EFFECT" in your own map creations.
Without one of those, you'll get the same results as you would with unmodified quakespasm.
#198 posted by Kinn on 2018/11/23 11:49:26
Are you saying that the version of spiked released for AD has particles forced ON in the engine, and all other versions of spiked don't?
Kinn (you Forgot To Log Out)
#199 posted by bal on 2018/11/23 11:55:55
No, they are opt-in only, and AD has opted in basically, it calls the various particles effects in the qc etc.
As far as I know there is no version of QSS specific for AD anyways? But AD is probably one of the only mods that uses these features?
Learning Curve
ah, i'm not really at the level where i can grasp a lot of this.
i was talking to rob martens, and he mentioned what i think you mentioned first (i quote):
1.) From a copy of Arcane Dimensions, copy the particles directory and the effectinfo.txt file over to your ID1 directory.
2.) In the QSS console, enter r_particledesc "effectinfo" to enable the use of the effectinfo file instead of the classic particles.
i'll give that a go.
cheers spike.
#199
#201 posted by Kinn on 2018/11/23 12:24:56
Ah I'm confused because i thought the question sounded like "AD run with the spiked exe released for AD has particles, but if you replace with newer version of spiked exe no particles appear".
That's how I took the original situation, but if I'm totally wrong then disregard. Probably my crap reading comprehension.
#202 posted by Kinn on 2018/11/23 12:26:23
oh LMAO, sorry just read the original post #196 and he's talking about them not appearing in vanilla.
So yeah ignore me.
#203 posted by Tribal on 2018/12/21 08:28:01
I'm playing the Xmas Jam 2018 with Quakespasm-Spiked-ADMod.exe and i'm getting this error with both Scampie's and Strideh's maps:
Host_Error: Illegible Server Message 119, previous was svc_serverinfo
Anyone knows what's happening? :/
#204 posted by ericw on 2018/12/21 19:01:27
Spile will know better what that is but try updating to the latest build:
http://triptohell.info/moodles/qss/
The qss-admod was a one-off build I made with a few patches to Spike's engine when AD came out but it hasn't been bug fixed since.
@ericw
#205 posted by Tribal on 2018/12/21 23:22:43
Thank you very much, sir!! Now it's working =D
I didn't knew that you guys have been updating Quakespasm-Spiked =D
@ericw
#206 posted by Tribal on 2018/12/22 03:32:21
It's me again. Sorry for the double post...
One thing that i noticed when i was testing xmas jam with another source-ports is that the start map have snow falling from the sky in quakespasm and markV, but not in quakespasm-spiked...
i opened the start.map file in trenchbroom, and it seems the snow is made by something called "misc_particletemplate"... quakespasm-spiked doesn't understand this feature?
#207 posted by Spike on 2018/12/22 12:00:11
set pr_checkextension 0 if you want mods (like AD) to treat qss like they would quakespasm.
@Spike
#208 posted by Tribal on 2018/12/22 13:34:27
Thanks!
But when i do this i don't have those cools effects (smoke, sparks, somke, etc) from quakespasm-spiked anymore :P
i was also trying to make a *.ent file for QMaster's map "Gift of the Boxlord" (to make snow in the map) but i noticed that the *.bsp already had a line where it says:
"_texpart_sky_xsnow" "fte_weather.tex_skysnow"
but there is no snow falling, even when i write r_particledesc fte_weather or r_particledesc weather on the console :(
#209 posted by mankrip on 2019/01/14 02:56:03
How to disable the custom particle effects? I've tried all cvars I could think of, and nothing. Specifically, I'd like to disable the custom TE_GUNSHOT particles, because lots of 8-bit alpha overdraw makes the engine too slow when up close.
Also, I wonder if Spike could fix the crash when FSAA is enabled on Intel HD Graphics 3000 IGPs.
#210 posted by mankrip on 2019/01/14 03:19:58
Ok, I've just re-read the thread and will try a couple ways to disable the custom particles.
#211 posted by Spike on 2019/01/15 11:22:05
I cannot fix your intel drivers for you.
that said, I do wonder if its caused by the use of glCopyTexSubImage. Either way its not something I can test/debug/fix for you.
particle configs can get loaded a few ways:
non-default r_particledesc cvar setting
worldspawn _texpart_* keys
qc particleeffectnum() calls that include a full-stop separator.
chances are the mod is doing it explicitly, which implies you need to mod your mod to disable it.
(assuming this is AD you're using, you'd need to open effectinfo.txt and strip out the TE_ effects that are generally at the start of the file - sock used a different prefix for extended effects, and if you strip his new effects then there's no fallback and you'll see less particles there. Or you can just set pr_checkextension 0 to prevent the mod from realising that it can use those particle effects thus preventing it from forcing them to load.).
Haze.cfg Crash
#212 posted by bruh on 2019/05/13 04:44:50
When I set r_particledesc to "haze.cfg" on a map with torches it hardlocks on r10. I've booted up into start and e1m1 with this active and it has froze every time.
QSS Bug?
#213 posted by CV on 2019/05/15 08:22:42
Many maps have different textures with same names. To load correct HD texture for current map it placed into textures\map_name subfolder. QSS even in this case loads both textures: from each textures\map_name\ and textures\ folders. And if texture in textures\ folder has _luma. file it looks especially bright.
It looks like this (on Forgotten Sepulcher):
[img]https://i.imgur.com/y3fMSJ2.jpg[/img]
I found elegant decision - just put in textures\map_name\ subfolder entirely black _luma. file for current texture. It solve problem.
It is a bug or its a feature?
#213
#214 posted by mankrip on 2019/05/28 10:48:41
That's definitely a bug. If loading from textures/mapname/texturename, the engine should ignore textures/texturename_luma.
Now I don't remember if that bug also happens in my own engine...
RMQ Winter 2011
#215 posted by ijazz on 2019/06/02 19:28:03
If anyone remembers the old RMQ project,the e2m1rq map in the Winter 2011 release is a bit crazy wit hthat opening cutscene.
In Mark V that cutscene plays at normal speed,showing the grunts and marine fight and enforcers teleoprting at normal (and intended) speed.
QSS plays the cutscene at hyper-speed.
The second cutscene plays after maybe 5 seconds in Mark V
(the one with they shall not contain thee)
and QSS plays the cutscene a little later (8 secs?) but at the right speed.
RMQ Winter 2011
#216 posted by Spike on 2019/06/03 16:46:55
will not fix - its a bug in the rmq qc, not qss (or fte for that matter).
you can work around it by setting pr_checkextensions to 0, giving you the same result as (unmodified)qs or markv.
specifically, the qc has different behaviour between:
a) no extensions (read: qs expected)
b) extensions+DP_SV_CLIENTCAMERA (read: dp expected)
c) extensions without DP_SV_CLIENTCAMERA (read: they didn't bother to test that pathway properly, and its bugged).
The DP_SV_CLIENTCAMERA extension is designed as a simple wrapper around svc_setview (except that it also switches the pvs too). rmq doesn't even use it, so I don't know why its bothering to check for it.
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