#2230 posted by Rick on 2016/08/22 20:56:57
My only interest in colored dynamic light is from a mapping point of view. It just looks very weird to see the fireballs, rising from deep orange-red lit lava, giving off pure white light.
The others I mentioned would be nice, rockets etc., but beyond that I don't see it as all that necessary for Quake.
#2231 posted by dwere on 2016/08/22 20:59:15
But a cleaner solution than what?
Than a solution used in Darkplaces, which you clearly see as ugly. I trust your opinion.
You have so little interest in the feature that you never have used it for yourself in DarkPlaces.
I have little interest in Darkplaces.
But it's pretty clear from your reaction that this is an unwanted conversation for you.
Coloured Dlights
#2232 posted by Kinn on 2016/08/22 21:05:46
Like the rather icky r_noshadow_list stuff, could we just not whack a great big string into the config file that maps modelnames to colours?
It's ugly but we already have a precedent for doing things that way...
//
That particular texture was really quick because it's just quick splotchy strokes with a bit of shade and highlight. Doing precise metalwork shapes and stone carving decor and whatnot is a bit slower obviously.
@dwere
#2233 posted by Baker on 2016/08/22 21:07:34
Maybe if you educated yourself to understand what it is you think you want, you might see why it is unlikely to happen.
But instead, all your bring to the table is
- a lack of knowledge
- can't even be bothered to try it in DarkPlaces
- ignorance of not knowing what you are asking for
I think it is a bit rude to ask the Quakespasm guys for something you don't even know what it is, nor how it should work.
To Anybody Who Cares To Read This Rant.
On adding too much to the engine...
"Like reading a certain entity field (if it is defined in QC), for example. "
I'm pretty sure that is the kind of hackiness that baker was talking about. Modding in the engine is counter to what the philosophy of mods is to begin with.
Mods are programmed within the framework of what they're allowed to access / execute. Not only does it add bloat, but it also has the potential to break that mod for other engines. As soon as you bypass the vanilla framework you might as well just hard code the progs into the executable.
These features can be added, but where do you draw the line? I think the QS (and beyound that fitzquake) developers have done a great job at keeping engine bloat to a minimum.
I honestly think that quakespasm is not suited to visual enhancing features like darkplaces and co.
But you know what I did when I wanted IRC support in quakespasm? I learned some C and forked it myself. I wholeheartedly recommend that if you really want a feature added, then this is the way to go, not only do you learn a new skill, but you also get the feature that you want.
/rant over.
Directq And RMQ
I think had this and different colour coronas too, I'm sure they looked good because I stuck with those engines for a while
#2236 posted by dwere on 2016/08/22 21:26:44
Let me get this straight. Before I request a feature in an engine I'm interested in I need to:
- Be a programmer myself;
- Try the feature in an engine I'm not interested in;
- Understand that the feature is hopeless crap using my programmer knowledge;
- Never ask for it, because it's crap.
Did I miss anything?
#2237 posted by Kinn on 2016/08/22 21:29:59
Posting in this thread is like playing Dark Souls; at first you'll find it cruel and unforgiving, but after many days, weeks and months of practice you'll intricately understand the attack patterns of the various mobs that lurk here, and be able to parry and counter their posts effectively.
No
before you request a feature you need to:
- Prepare yourself for the possibility that the developers don't want to implement it.
- Not get salty when you don't get the answer you want.
Shamblernaut
#2239 posted by dwere on 2016/08/22 21:42:34
By not getting the answer I want you mean stumbling on an edgelord that I'm not even sure is one of the developers?
That's One Approach
Dwere
Baker is weird. But he knows what he's talking about when it comes to Quake engines.
Baker
Is certainly more articulate than Madfox, and provides far more polished content (ProQuake, Fitz V, etc) but god damn if their thought processes aren't equal.
#2243 posted by dwere on 2016/08/22 21:49:19
I kinda get that he knows things. That's why I said that I trust his opinion.
No
I mean rather than arguing with them after they say no.
Perhaps instead saying to yourself:
"Maybe that's fair. That probably is a lot of effort for the developers who do this without any pay"
or
"well I really want this feature, maybe I should teach myself some programming and see if I can implement it myself"
#2245 posted by dwere on 2016/08/22 21:58:03
Developers saying no is not a problem.
Mugwump.
#2246 posted by Shambler on 2016/08/22 22:37:07
No, no, your opinion is wrong. Or in your ass, at least.
Jeez...
#2247 posted by Mugwump on 2016/08/23 00:00:24
"Hey, you dropped this turd on the carpet, don't think you're getting away without having a good sniff of it." No, I ONLY ASKED A SIMPLE DAMN QUESTION! You guys jumped on my back like a pack of hungry wolves on a pile of bloody meat. I'm not responsible for your behavior and I won't take any of that shit. Learn some manners.
"Mugwump, if you want rtlighting in quake, you need one of FTE, DP, or Tenebrae." You think I don't know that? Like I said earlier, I asked specifically because of those mods among my favorites that have trouble running in DP and whose readme recommends QS or Fitz.
"The artists literally sat in front of Deluxe Paint with the Quake palette loaded and painted stuff precisely at the pixel level." So they chose to add blue to... wooden planks? I remember reading a discussion about it among visibly knowledgeable people saying that the non-standard palette id chose caused weird artifacts like that.
"Anyway, I would love to see weather effects in quakespasm/maps." THIS. Weather effects, like dynamic lights, benefit greatly to immersion.
Dwere, you didn't think that the missing body from the texture was because the body was supposed to be rendered in 3D? Tsk-tsk...
Shambler
#2248 posted by Mugwump on 2016/08/23 00:09:48
At least my ass isn't located where my mouth should be. Opinions are subjective, therefore can be neither right nor wrong.
Nope Your Opinion Is Wrong.
Kinn
#2250 posted by mjb on 2016/08/23 00:19:49
I laughed, thanks.
Onetruepurple
#2251 posted by Mugwump on 2016/08/23 00:31:59
Sure, whatever floats your boat, pal...
Keep Sniffing, Mugchump.
#2252 posted by Shambler on 2016/08/23 00:36:51
Bet that hi-res bump-mapped dung smells gooood, man.
Oh, Grow Up
#2253 posted by Mugwump on 2016/08/23 00:40:45
Why do you feel the need to act like a jerk?
Sleepy Was Right
#2254 posted by mfx on 2016/08/23 00:51:10
this is good stuff here.
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