For Fuck's Sake
#25818 posted by Spirit on 2015/08/12 18:22:20
I looked at engines that allow different screenshot formats. I looked at 6 of them and I found 5 different ways.
scr_screenshot_jpeg/scr_screenshot_png
scr_screenshotformat
scr_sshot_format
scr_sshot_type
sshot_format
Woah
#25819 posted by ijed on 2015/08/12 19:20:12
#25818
#25820 posted by Kinn on 2015/08/12 19:27:43
I'd be more amazed if they were consistent tbh. I think the days of there being some sort of committee-agreed "standards" for quakery is kinda over.
#25821 posted by metlslime on 2015/08/12 20:55:41
you don't need a committee to check if any other engines have implemented a feature before you, and if they have, conform to their implementation (as long as it's not really dumb.)
To Be Honest
#25822 posted by necros on 2015/08/13 01:30:06
If i was doing my own engine, I wouldn't give a crap what others were doing and make everything the way I want.
The fact there is _anything_ in common between engines is a damn miracle.
Necros:
#25823 posted by metlslime on 2015/08/13 01:36:17
it seems that most other engine creators follow the same philosophy.
#25824 posted by necros on 2015/08/13 01:40:20
yeah... I guess I'm just saying to look at the other side of the picture.
I think we'd all balk if someone told us all end level triggers had to look like the big gates in id maps or something.
Engine coders are in a funny position in that they are doing something creative yet are heavily constrained unlike mappers who have the freedom to do whatever they want.
I don't know what point I was trying to make now.
Compatibility Is A Lost Cause
#25825 posted by Spike on 2015/08/13 01:44:36
spirit, if it helps, fte's cvar was named to match fuhquake.
except that fuhquake renamed its cvar with 0.31. randomly renaming cvars will always result in issues like this.
personally I'd say to go with screenshot_format, that way people stand a reasonable chance of finding it with tab (in engines that provide alternatives anyway).
sure, its not on your list, but hey...
the problem with committees is that you need someone to take charge and harass people until they get their act together.
my own attempts at getting other people to stick to the standards that they claim to support didn't really go too well. frankly, its kinda impossible to disagree with Kinn - people just don't give a damn about compatibility until they're humiliated by it. On some level its actually beneficial when other engines can't run the mods targetted at your engine because you implemented the standard wrong (embrace, extend, extinguish).
the stupid thing is that there's no reason that a cvar can't have multiple names. sure, each engine will still have a preferred name that is used for saving configs, but they should still accept other names for the cvar.
metlslime, not a committee, no, but you do need teeth to ensure that people actually put in that extra effort.
it doesn't help that there are so many different engines that would need to be checked, and half the time engine devs don't bother looking further than their favourite competitor (if that).
the other problem is that most engines are dead now, even if they're still used (who'd want to upgrade to a third-party fork that claims only to break their configs?).
</rant>
Peekaboom Here
#25826 posted by Mezmorki on 2015/08/13 15:09:20
Hello all. Figured I'd drop a note saying hello given that my article was referenced earlier. Many old and new faces around here!
I think I last posted here probably 10+ years ago, and haven't been very close to the quake scene in a long time. The most staggering thing is the number of new quake engines to navigate!
I've been going back through a bunch of old maps playing against the Omicron bots on a massive nostalgia tour. I've managed to hunt down a fewer new DM maps (newer as in circa 2005) as well, which has been fun. I think I've settled on using the JoeQuake (after trying out about 6) since it has a lot of nice options and actually works with the Omicron bots.
Hope all is well. Cheers!
Hey :)
#25827 posted by DaZ on 2015/08/14 06:20:48
Welcome back! That was a great article you wrote.
Thanks!
#25828 posted by Mezmorki on 2015/08/14 14:30:16
And I've already jumped ship to Qrack engine. No, I'm not a purest and like all the little graphical and quality of life enhancements in the newer engines. I'm contemplating getting a server running for some DM at some point.
Also I'm sensing that the mapping scene is heavily into SP these days. Has anyone been doing DM maps consistently? I've found a few from around 2005 or so, but not much after that. Any sites cover or list recent DM maps?
Try
#25829 posted by ijed on 2015/08/14 14:33:55
Better
#25830 posted by Spirit on 2015/08/14 14:49:55
Thanks!
#25831 posted by Mezmorki on 2015/08/15 13:32:05
#25832 posted by Spirit on 2015/08/16 18:46:35
#25833 posted by - on 2015/08/18 22:19:07
So, this came up toward the end of working on my mapjam6 map: why does vis have code and such for ambient lava sounds, same as the water and sky automatically added sounds, if Quake doesn't have a lava sound!?
Mentally, I for some reason always filled in the Quake2 lava sound whenever around lava in Quake and expected it would be there, but then making a level with a bunch of lava and having no bubbly crispy sound to go with it is really sad :(
#25834 posted by necros on 2015/08/18 22:40:00
yeah, presumably the engine has access to this data, but I guess no one ever requested it, or it wasn't worth adding??
It would be a cool engine extension, cause it would basically behave as it already does if the engine doesn't support it.
as long as all engines pick the same filenames to play!
#25835 posted by Rick on 2015/08/18 22:54:12
You'll think this is funny. I always thought lava made sound until not too long ago when I realized it was actually the ogre idle sound I was hearing.
I wish there was actually an entity for the liquids ambient sounds where you could specify sound and distance instead of the built in "if you could see it, you can hear" sounds.
Maybe there's some hack way of doing it...
There Is A Hack!
#25836 posted by necros on 2015/08/19 03:24:38
use *waterskip with 1px size to extend the range of the sound.
#25837 posted by Rick on 2015/08/19 03:57:04
Or just do a fast vis only and hear water and sky everywhere in the map.
What I'd actually want is control over where the sky and water are heard, not where the engine thinks it should be. Something like target_speaker in Quake 2.
#25838 posted by metlslime on 2015/08/19 09:03:24
quoth and other mods already have an general ambient entity that can take any looped wav file, just use those.
@Skacky
#25839 posted by Primal (nli) on 2015/08/19 12:12:34
Skacky asked on Twitter for a Quake texture version of a certain stained glass window image. I tried reverse image searching it out of curiosity and found another version without perspective skew. The original image was no longer available, so this is copied from Google's cache.
http://imgur.com/W1onApW
I hope Skacky sees this post. Mebbe someone in with the Tweets can tweet him or something?
#25840 posted by skacky on 2015/08/19 12:38:50
Wow thanks, that's very cool! I can most probably use this as a base to clean it and complete it.
=)
#25841 posted by adib on 2015/08/19 17:52:28
I'm taking a break from mapping for a few days to stay with my wife a little. So, I'm taking a lunch break (like ShoTro) to thank this community.
This forum, that I've been following for just a few months now, is the best internet thing that happened to me since 2004. You are so passionate, so helpful and kind. Everyone working together for the best of everyone. That doesn't happen everywhere and everytime, it's like a gem that, when found, we got to keep.
You're maybe not aware, but you all made such an awesome environment. It was so great to meet you. Let's all keep it up.
Wow.
#25842 posted by czg on 2015/08/19 19:01:08
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