To Be Honest...
If I was going to defect from Quake it'd be Doom or Unreal that I would run to and not Wolf... Funny stuff though, never knew you could make wolf maps either.
Real Time Path Lighting
#22701 posted by ijed on 2013/04/19 15:58:15
Trinca
#22702 posted by negke on 2013/04/19 19:59:40
How do you pronounce "roulf"?
R.O.F.L
#22703 posted by RickyT33 on 2013/04/19 21:47:48
Roll On Floor Laughing
R.O.U.L.F.
Roll On Neg|ke's Mum's Floor Mispelling Flame Bait
Brigade
#22704 posted by gb on 2013/04/19 22:47:06
Rendering looks similar to Cycles.
Very cool, but performance?
It Needs
#22705 posted by ijed on 2013/04/20 04:27:37
A massive CPU behind it. Double that is half the noise time as it computes.
It's nothing feasible for the consumer market just yet, but in, say, 3 years, it'll be close to min spec. Assuming something better and faster isn't invented in the interim.
Roulf
#22706 posted by spy on 2013/04/20 15:53:10
Brigade
#22707 posted by Spiney on 2013/04/20 22:51:04
Could be wrong about all this, but afaik the raytracing is done on the GPU. I also wonder how well it handles fully dynamic scenes, I'm sure there's some kind of acceleration structure in place to speed up the rendering.
Also, this is low framerate, low resolution and low samples per pixel. You'dd need much more than twice the computing power. I think more on the order of 16 for it starts to be feasible (twice resolution = *4, twice the framerate = *2, half as much noise = *2).
A more likely road for future raytracing like solutions would probably be ray casting inside volumes like UE3 does, or do a dynamic unique virtual texturing that updates all the light data in texture space and uses rasterisation for rendering. That could be interesting as it also seems very well suited for a hybrid client/cloud gaming solution.
#22708 posted by gb on 2013/04/20 23:32:21
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.
#22709 posted by - on 2013/04/21 00:57:21
GPUs aren't designed to handle raytracing. The GPU can be used to supplement the CPU, but there aren't any 'acceleration' features in place.
There are some custom 'RPUs' that have been made, but obviously they are not common consumer hardware.
http://en.wikipedia.org/wiki/Ray_Processing_Unit
Gb
#22710 posted by - on 2013/04/21 01:04:04
How Fast Is The Quake Guy
#22711 posted by SleepwalkR on 2013/04/21 21:56:30
in units / second? Does anyone know?
21:59:34 | <onetruepurple> 320
21:59:51 | <onetruepurple> voreballs are 240, except for skill 3 where they're 340 and will outrun the player
#22713 posted by Spiney on 2013/04/22 00:46:42
Scampie: Yeah but... there's already GPU raytracing stuff all over the place? Might be technical stuff I don't get.
#22714 posted by Spiney on 2013/04/22 00:49:10
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.
I sometimes wonder what if we had all the gpu power we have today but were stuck on 640*480 monitors. You could play some kid that lost his glasses, haha.
640*480
#22715 posted by RickyT33 on 2013/04/22 00:51:49
Has to be the best resolution evar.
To me it will always be 'hi-res'.
The moment when games were nolonger blocky as a mutherfucker.
Randomize Maps
#22716 posted by Barnak on 2013/04/22 16:30:34
Is there a way to play the installed custom maps in random order, without knowing in advance which one will load ?
Suppose you're ending a first map. Then Quake loads a random map in your collection, etc, even if it wasn't coded in the previous map.
Is there a mod to do this ?
That Would Be Quite Easy To Hack Into Quakeinjector
#22717 posted by megaman on 2013/04/22 20:56:13
*hides*
#22718 posted by necros on 2013/04/22 20:59:13
i don't think that is possible with qc.
And Maps In Order ?
#22719 posted by Barnak on 2013/04/22 22:02:57
And what about playing all the maps, in order, without having to enter the map name in the console ?
I Think
#22720 posted by slapmap on 2013/04/22 23:14:16
you could call a random map from a list in QC if you encode all the maps in changelevel_touch, like
local float r;
r = floor(random()*(number of maps));
if (r == 0)
{nextmap = e1m2}
if (r == 1)
{nextmap = e1m2}
etc
#22721 posted by necros on 2013/04/23 00:31:32
oh hmmmm yeah, what you could do is just do a dump of your map folder:
dir /b *.bsp > maps.txt
get rid of some of the random text and such, and then script up a little thing to assign each map to an integer number like slapmap is saying.
W3rd
#22722 posted by DaZ on 2013/04/23 06:04:19
Open Broadcaster just updated to 0.5 beta and has got some nice features added and bugs fixed. If you wanted to get into streaming but didn't want to pay for Xsplit then this is exactly what you need.
http://obsproject.com/index
Random Map Change
#22723 posted by gb on 2013/04/24 15:20:15
Could probably be hacked into the engine pretty easily.
#22724 posted by gb on 2013/04/24 15:41:08
also, Spike pointed to the DP_QC_FS_SEARCH extension, search_begin and friends.
Another way is a bash script to start a randomly selected bsp file, and kill the engine after each map.
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