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 :)
Xmas Jam
Better happen
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.
#2449 posted by Spike on 2016/09/15 22:59:49
its all part of spike's evil plan to stop people from using nearest-filtering!...
*cough*
that or I was just trying to get DP's effects to match, as well as fte's existing particle configs too. high-res stuff (unlike vailla quake) imho looks better with linear.
mix-n-match stuff stops it from being a 1-line change.
probably I'll add some 'nearesttexture' command for it in the particle configs.
side note: the classic particles don't respect gl_texturemode either.
and yeah, the build that I provided is a win32 build, so you'll need the 32bit dependancies.
I could provide both binaries, but for me its easier to focus on a single arch (yes, I'm that lazy).
I have fixes for sock's issues, but I got distracted by the huge deltas... and I now have to fix a load of code, and finish writing a load more. :s
#2450 posted by metlslime on 2016/09/15 23:16:37
true, but you can make classic particles square using another cvar, which i think is good enough.
Good point on the high-res content, but then, I'm not sure which is the best way to mix low-res quake textures with high-res effect images, there is an inherent clash of styles there. But if someone wants to make a quakey-looking low-res raindrop, they should be able to make that nearest-filtered.
Wait
#2451 posted by Qmaster on 2016/09/16 00:04:30
Which cvar is that for making the standard particles square?
Cannot Compile On Linux
#2453 posted by mindbound on 2016/09/16 03:05:53
In file included from progs.h:27:0,
from quakedef.h:226,
from gl_refrag.c:24:
progdefs.h:25:23: fatal error: progdefs.q1: No such file or directory
Cannot Compile On Linux
#2454 posted by mindbound on 2016/09/16 03:06:54
The code from quakespasm-spike-r2.zip, that is.
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