#2424 posted by
dwere on 2016/09/14 12:28:57
bindlist.lst
I wish this feature was available 20 years ago. Setting half the bindings via configs in complex mods was so clumsy.
QS-Spike Particles
#2425 posted by
sock on 2016/09/14 13:12:22
@Spike, I am getting some
strange particle emitters under the world geo and I am not sure why.
The size of the decals seems wrong,
DP vs
QS-Spike blood decals feels like a paintball game.
The size of particles in general seems to be larger with
DP vs
QS-Spike being very different. I tweaked all the DP effects to be a certain size and now everything feels too large.
My Gawd
#2426 posted by
mjb on 2016/09/14 13:19:28
particle system that can be used by mappers to emit custom particles from surfaces based upon their texture names, like rain, snow, sparks, etc. I should give a proper example of this.
Spike this is incredible stuff man, thank you for your efforts! I would love to see an example :O
QS-Spike Particle Scale
#2427 posted by
sock on 2016/09/14 14:18:32
@Spike, the engine scaling of particles seems to be affecting everything. Here is an example of the
floor circle effect to show the difference of the scaling between DP and QS-Spike engines.
Stuff
#2428 posted by Spike on 2016/09/14 18:31:52
@kinn, you mean csqc? :P
rmqe has some simple csqc support that could possibly be used for huds or menus, but I don't think anyone really tried it.
if you want ssqc, then fte has 'tei_showlmp2' which allows adding/removing various persistent stuff relative to various parts of the screen. even dp has an svc_showlmp feature that nehahra used, but its only relative to the top-left of the screen. either form is really annoying to use.
@dwere, fte has had that for a long time. :P
kinda needs various cvar settings too though.
@Bloughsburgh, there's a weather example in the r2 zip. put the cfg in the right dir, use some console command or add a worldspawn key, restart the map, check the results.
@sock, precaches:
dp implicitly uses the effectinfo file to define the effect numbers, with both the client and server parsing the files themselves. this means that the excrement hits the extraction device if they differ. It also sucks big-time if you have multiple different particlesets loaded at once, or in other words DP has no user choice.
I could have QS parse that file server-side and auto-generate precaches that way, but that would mean two things: 1) the protocol is unconditionally changed even if the mod doesn't use pointparticles (the built-in effect names would need to be pre-assigned). 2) there's a whole load of redundant precaches if the mod uses the "effectinfo." prefix thing.
@sock,
particle scales: clearly I don't use DP enough, I'll need to look in to that.
dlight scales: I assume rockets give off different dlight sizes in both engines too, without any extra particle system. at least I assume that's what the floor circle effect screenshot was meant to be showing.
looks like 4-fold scaling with decals, maybe 2-fold with particles.
@sock,
emitters: o.O near the origin, too, but also far too regular.
@sock,
traileffectnum: this is mentioned in my readme as not supported, because its actually part of the entity state rather than a simple addition via a new svc. if I add the replacement-deltas protocol extension then I'd be sure to include this then, but I want to ensure everything else works before I screw everything else over (assuming I ever do).
until then, you can make a particles/trails.cfg (loaded the same way you're loading effectinfo) that contains "r_trail progs/foobar.mdl effectinfo.tr_foobar" lines.
ideally you'd use r_effect (and using count instead of countextra and its framerate-dependancies) for static entity emitters like torches or items, but I can understand you wanting closer dp compat.
#2429 posted by
Kinn on 2016/09/14 18:48:57
kinn, you mean csqc?
God knows. I haven't done any quake modding since 2005 so this may as well all be new to me :)
Snow Video Using QS-Spiked-R2
#2430 posted by Baker on 2016/09/14 22:15:04
Yeah... the snow is well done. tehspiderman1 ! :)
Thanks for Spike's stuff :)
So...
#2433 posted by
Qmaster on 2016/09/15 00:03:39
Is sv_protocol 999 supported now too?
#2434 posted by Spike on 2016/09/15 00:14:26
QS 0.92.0 added support for 999, not me.
Oh...
#2435 posted by
Qmaster on 2016/09/15 00:43:07
My bad, I thought 0.91 was latest. Manifestation page doesn't specify.
Now I can test the rest of my test map.
Branches Page Should Be Updated
#2436 posted by
Qmaster on 2016/09/15 00:44:32
Fog Distance Versus Density
#2437 posted by
Qmaster on 2016/09/15 07:05:15
Is there any option for a fog starting distance?
Also is there any option for a max fog density? Currently density is only based on a distance from the player view origin and anything at vast 999 protocol distances is put at max density. I would like to be able to set the max density to something like 0.2, have a density of 0 for like 1024 units or so, then gradually transition fog in from 1024 out to 8192.
Yeesh Qmaster whats next!?! a defined multiple fitted density curve???
http://scidavis.sourceforge.net/manual/pics/fit-multipeak-2.png
#2438 posted by Baker on 2016/09/15 07:39:56
Mark V has a "fogex command" with start and end.
fogex <fade>
fogex <start> <end>
fogex <red> <green> <blue>
fogex <fade> <red> <green> <blue>
fogex <start> <end> <red> <green> <blue>
fogex <start> <end> <red> <green> <blue>
Sock want to play with such a thing, so that's why the feature is there.
http://celephais.net/board/view_thread.php?id=60831&start=224
Sock toyed with it once a few years back, and I think even Sock couldn't find a compelling use for it.
So you do have an outlet to at least satisfy your curiosity.
#2439 posted by mh on 2016/09/15 11:45:08
You can't mix distance with density in fixed pipeline fog; it's either one or the other but not both.
https://www.opengl.org/sdk/docs/man2/xhtml/glFog.xml
If GL_FOG_MODE is GL_LINEAR the start and end parameters (only) are used. Otherwise the density parameter (only) is used.
If you just implement everything in shaders you can supply your own fog equation which does this, but then of course you're raising the minimum hardware requirements.
This is similar to some of the discussions that went on during RMQ work: maximizing hardware coverage and desired features are often contradictory requirements, and you often can't have both.
Can't Run Spiked R2
#2440 posted by
Kinn on 2016/09/15 12:27:12
"Application Error"
"The application was unable to start correctly (0xc000007b). Click OK to close the application."
regular Quakespasm works. What am I missing?
#2441 posted by anonymous user on 2016/09/15 12:33:44
People do not use Voodoo graphic cards anymore
Found The Issue
#2442 posted by
Kinn on 2016/09/15 12:48:49
I have to use a 32-bit install of Quakespasm, not the 64-bit.
#2443 posted by Baker on 2016/09/15 13:02:08
Pretty irrelevant, but if you try to start 2 sessions of Quakespasm-spike.exe, you get a "Unable to bind to 0.0.0.0:26000 (already in use)
".
Too tired right now to satisfy my curiosity and see how/when the sockets are bounds for single player for a non-listen server.
/Total non-issue anyway, but unspiked Quakespasm doesn't do it.
Super Important Feature
#2444 posted by
Kinn on 2016/09/15 18:04:46
Is there an way of enabling no filtering (i.e. crunchy pixels) on the particle textures? If not, can this be added? (Oh god please say yes)
#2445 posted by
metlslime on 2016/09/15 18:35:06
surely it obeys gl_texturemode, right?
Amen To That Kinn, Pixelly Goodness!
#2446 posted by
Qmaster on 2016/09/15 18:58:16
#2447 posted by
Kinn on 2016/09/15 19:34:10
surely it obeys gl_texturemode, right?
Nope.
#2448 posted by
ericw on 2016/09/15 19:42:24
Nope.
it's probably a 1 line of code change to add that, so no biggie.
I have to use a 32-bit install of Quakespasm, not the 64-bit.
The only issues I've had with the 64-bit QS were conflicting dll's, IIRC you can't have 32 and 64 bit QS installed in the same directory.