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
It Was Good
#216 posted by ijed on 2009/08/08 03:32:29
In Lazarus, but the only way to make it really work visually was to trap the player in a lift whilst it interpolates.
Windows 7
#217 posted by Jago on 2009/08/09 06:36:18
I have just finished doing a round of benchmarking using the Windows 7 RTM.
1680x1050x32:
FitzQuake: timedemo demo1: 1227 fps
:O
Curiously, on Windows Vista SP2, I was getting roughly 400-500fps using the same config and same hardware and was thinking that the engine plain doesn't scale any further anymore. But apparently you can squeeze a fair bit out of it with new underlying OS tech.
Specs:
Core 2 Duo E6600 2,4 Ghz, 4gb ram, NVIDIA 8800 GTS
And For The Curious
#218 posted by Jago on 2009/08/09 06:38:07
I am seeing a 3-10% performance increase in Windows 7 compared to Vista across the board, depending on the game. However, Quake and Quake 3 stand out in an absurd fashion.
FitzQuake: 400-500 fps => 1227 fps
Quake3: 380fps => 775 fps
#219 posted by necros on 2009/08/11 22:15:45
does 0.85 support external textures for sprites? couldn't find it in the documentation, so it probably doesn't, but on the off chance it does..?
Necros:
#220 posted by metlslime on 2009/08/12 01:08:16
no, it doesn't. 0.90 maybe :)
Cool :)
#221 posted by necros on 2009/08/12 02:32:51
about external textures though...
why do they seem to be lit in a slightly different way from embedded textures? it's hard to describe, but they seem universally darker and don't seem to get over-lit like embedded textures. they seem to be like old glquake where lighting caps out at 100% light.
any chance 0.90 could help smooth out those differences to make embedded and external textures more similar in game?
Necros:
#222 posted by metlslime on 2009/08/12 04:30:56
that's suprising to me, the lighting should be the same on both types of textures.
If you're using idgamma, then that would explain it, since it alters the appearance of all quake image files without affecting any external replacement images.
Jago
#223 posted by jdhack on 2009/08/16 20:44:06
Any chance you could run that test on XP too? The cynic in me suspects that the speed boost has less to do with Win7's improvements than it does with Vista's (how to put this delicately?) crapiness.
Jdhack
#224 posted by Jago on 2009/08/17 04:15:46
No, I am not going to be install XP on this machine :)
Fps Related Problems
#225 posted by rudl on 2009/08/23 13:56:53
On my Pc I have some problems that only appear at high framerates, with 120fps it starts and with 500-700fps it gets really really anoying.
so host_maxfps is set to 999
vsync=off
When walking on a ramp like in E1M1 with those buttons the movement becomes really strange I simply can't move forward I have to jump down those ramps. This happens only at high fps rates like 500+, but at 200 fps at the start of the downward ramps there is a little bit of lag. at 60fps everything runs fine.
I noticed another problem in sm155_ankh, it seems that I get hurt by the elevators when standing on them, in fact it becomes unplayable, the problem does not occur with vsync=1 /60fps.
Those problems seem to happen with aglquake too. However with darkplaces it runs fine even at higher framerates.
Testet on vista32 and Ubuntu 9.04 32
gfx card 9600gtgreen driver 190.38win 185.18.36lin
Shouldnt
#226 posted by nitin on 2009/08/23 14:09:43
host_maxfps be left at 72?
#227 posted by necros on 2009/09/08 07:52:55
per-entity alpha doesn't work on sprites?
what if a setting != 1 (or 0) would change blending mode on sprites to additive and then, depending on the alpha variable, multiply the sprite's pixel colours by a shade of gray corresponding between 0 and 1?
or just make it do what you did for brushes and models? :P
Necros:
#228 posted by metlslime on 2009/09/08 09:35:47
it can be done with alpha blending, and will probably make it into a future version. The reason it's not in there now is it seemed less important than the other entity types and i was trying to wrap up that version so i could actually Ship It.
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