#235 posted by Gunter on 2016/11/26 01:52:29
I kind of like the QMB particles.
Feedback for that:
Missing blood trails on gibs... unless a zombie is throwing them? Or unless they hit the ground maybe? Or.. unless they are moving very fast... Something is different. The chunks just aren't bleeding right.
Flame effect doesn't work on new torch projectiles (FvF fighter/ninja). Eh, not a big deal. The old flame model still appears.
Lightning is too blue -- needs to have bright white in it to look electrical.
Oop. Crashed with AddColoredParticle: Invalid type (2) in FvF with mage/monk/cyborg weapons (they use red/orange/white particle explosions)
The grenade and rocket launcher explosion effect is anemic. Not enough force or intensity compared to the standard particle explosion.
The scrag projectiles are way overdone -- they look like green lasers. Decrease intensity. Vore ball too.
Explosion sprite is completely gone (invisible), but frames of it are used for several FvF guns. The new effect only appears for the Quake guy's stuff.
The, uh... yellow particle field effect is gone (runequake uses it for spawn shield, FvF for BFG explosion).
Chaingun weapons do not leave sparks on the wall like the shotgun does, just a few grey particles instead which don't show up very well..
Would it help if I gave specific code for the various particles I'm talking about? Not sure if you can/will make any tweaks to the effects....
QMB Effects
#236 posted by Baker on 2016/11/26 02:22:20
@gunter - Made what JoeQuake had to offer available as-is.
The rocket and grenade trails I feel work generally work nicely.
Example: qmb_trail_scrag 0 (doesn't fit in, does it?)
The menu only sets qmb_active 1 or qmb_active 1. If you individually turn off or change the others, they stay as is. "find qmb", you can locate things to turn off. I made every individual effect on|off via cvar. It is possible I look back at this thread for ideas on tuning for say a future version 2, but someone really into effects needs to be using Qrack, DarkPlaces, FTE or an effects oriented engine.
So you can do: bind x "toggle qmb_active".
Acquisition
Main goal was full set of JoeQuake, Enhanced GLQuake/WinQuake and ProQuake feature set.
To keep alive their unique contributions ... for those that liked those engines. Jozsef had some great contributions (author of JoeQuake).
@mh - I agree with some of that, but main purpose the DX8 build serves to me is to help people with bad Open GL drivers. Having 98% is pretty good deal. Eventually problem will be solved by Gunter spilling drink on his laptop ;-) Haha
#237 posted by Spike on 2016/11/26 02:28:02
and this is why scriptable particle systems are so nice. :)
That way you can tone them down or just avoid disturbing reinterpretations of the original intent of the effects.
@Spike
#238 posted by Baker on 2016/11/26 02:41:25
Yeah, in JoeQuake trails were all or nothing.
You couldn't turn off, for instance, just scrag trails (radioactive green).
The FTE particle system -- even the subset in Spiked Quakespasm -- offers the user to be fully in driver's seat. Versus where effects are hardcoded into the engine.
#239 posted by Gunter on 2016/11/26 04:19:34
I just downloaded and tried JoeQuake, and the colored particle explosions work in it.
As mentioned, they crash Mark V.
I can disable them by qmb_explosions 0
If you wanna see lots of effects like this, just connect fvf.servequake.com -- the mage uses lots of things in his various spells (vore balls, knight spikes, and lighting bolts), and the cybrog, monk, and cleric all toss around weird things too.
But of course, if you have qmb_explosions 1 ... Mark V will crash if you use monk or mage GL or RL weapons, or cyborg GL.
#240 posted by Baker on 2016/11/26 04:40:34
I'm combing through this and auditing a couple of things.
Do you know of a colored explosion in either regular Quake or a mod I can locally run?
A situation where I can't savegame, then loadgame rapidly to tune isn't all that ideal.
I have the gib trails fixed.
#241 posted by Baker on 2016/11/26 04:49:42
Nevermind, Quoth uses them ;-) I'll test Nehahra too (has an even different explosion).
#242 posted by Baker on 2016/11/26 04:56:57
Was a simple typo. Resolved.
Thanks for the testing, gunter. You argue hard, but you bug test hard!
#243 posted by Gunter on 2016/11/26 05:12:00
Ya know, I don't think the effect is used anywhere in standard Quake.... It's just one of those unused effects.
Here, I updated my little camtest mod to include colored particle explosions:
http://fvfonline.com/camtest.7z
Just set scratch3 to any number from 1-255 (actually, you can probably set it higher, but you may get weird results, like black particles.... 12 is a good number to use -- it's bright white), and your rocket launcher will make colorful explosions.
#244 posted by Gunter on 2016/11/26 05:19:05
Ok, sometimes the torches in the Start map turn white (untextured) when QMB stuff is enabled in DX. I can't reproduce it reliably, but I've seen it happen twice. Once I see it, a restart of Mark V clears it up (or turning off the QMB effects).
Also, I have a little blue particle water splash effect in FvF, but sometimes it's turning out as an orange/yellow spark/explosion effect.... Can't reproduce that reliably either....
Mark V - Build 1007
#245 posted by Baker on 2016/11/26 05:20:21
Download at normal location:
http://quakeone.com/markv
2 bug-fixes related to QMB -- gib trails, colored explosions. (gunter)
#246 posted by Gunter on 2016/11/26 05:48:12
I could really use a setting to always draw the standard explosion sprite even if QMB explosions are enabled (several FvF weapons make use of the sprite)....
Heck, I might even like having both the normal explosion particles and the QMB explosion effect both enabled at the same time. That would make the explosions look intense!
qmb_explosions 2 ?
#247 posted by Baker on 2016/11/26 05:54:55
qmb_explosiontype 1 ... keeps the sprite.
Rocket Light Color / Explosion Light Color
#248 posted by Baker on 2016/11/26 06:07:40
I noticed when adding in QMB, setting qmb_rocketlightcolor ... 0 = normal, 1 = red, 2 = blue, 3 = red + blue
qmb_explosionlightcolor works possibly identically.
#249 posted by Gunter on 2016/11/26 06:11:44
Hm, qmb_explosiontype 1 keeps the sprite, but gets rid of all particles in the explosion (no QMB particles, and no regular particles either).
And standard QMB_bubbles are invisible when I play online, but they are visible when I am playing my own local multiplayer game.
But, qmb_trail_spike produces the underwater bubble trail both online and not.
@nightfright, Dwere ... Keyboard
#250 posted by Baker on 2016/11/26 06:14:35
@nightfright, dwere ... (or others)
re: keyboard
Do I need to do anything with in_keymap 0, or is in_keymap 1 fine for both of you?
Need input on this issue, since I am USA keyboard user and not super-familar with keymapping likes/dislikes/etc, other than listening to conversations in the past when I implemented a somewhat similar solution in a different engine.
#251 posted by Gunter on 2016/11/26 06:16:55
Oh, qmb_explosiontype 0 makes both the sprite and the QMB explosion particles. A setting of 4 does likewise.... Maybe 4 is not valid, and it's just going back to the "0" setting. But 5 hides the sprite again, hmm.
I'll keep testing and see if I can tell a difference in other settings.....
But 0 is just what I needed.
#252 posted by Baker on 2016/11/26 06:24:25
bubbles: invisible online, visible offline
Are maps vised? This is all client side. If your server isn't sending the sprites to you because the maps aren't water vised, you don't receive them.
By definition, since QMB is client-side .. there can be no behavioral difference, so it has to be what the server is sending you.
Bubbles are sprites, not particles ... subject to same "can you see them test" on server as a weapon, player, healthbox.
qmb_trail_spike produces the underwater bubble trail both online and not
The spike bubbles are a client-side manipulation where they are emitted as particles, but no real sprite ever existed.
However, subject to the same conditions as first case.
If the server doesn't send you the nail spike, no trail would be emitted.
It probably just seems different because you were underwater at the time?
#253 posted by Baker on 2016/11/26 06:30:42
re: Explosions ... Just remember, for the purposes of this version if it behaves exactly like JoeQuake is implemented correctly.
(Doesn't mean I won't consider it for a future version 2 --- I agree with what you say about the weirdness of sprite + QMB explosion sprite but no particles --- but testing JoeQuake it works that way too ... seems unusual, but by that metric, it is implemented correctly.)
#254 posted by Gunter on 2016/11/26 07:27:30
I don't know why, but it's definitely not showing the QMB bubbles when I'm connected to the FvF server -- the ninja actually throws out a row of bubble sprite bombs, so I can do this even out of the water. They are visible when locally running my own game, but invisible when connected to the FvF server. qmb_bubbles 0 makes them come back as the usual sprites (HQ replacements, actually).
Hm, there's something odd happening. I ran my own dedicated proquake server and connected to it with Mark V, and the QMB bubbles show up, but they move very choppily... like, uh, non-interpolated motion or something.
Ok, I reset the level on the FvF server and now the QMB bubbles show, but again, very choppy movement. The regular bubbles move smoothly....
Connected to a different (non-fvf) server and got same result.
Well, more testing will have to wait till tomorrow. If you wanna compare, connect fvf.servequake.com
I left it on e4m3 where there is a nailgun right in the start room. Just select ninja class and use that gun to throw out a row of bubble bombs, and see how different it is with qmb_bubbles on or off.
Or go jump in a water pool....
The nail trail bubbles move smoothly.
#255 posted by Baker on 2016/11/26 08:41:28
Record a demo of it (tell me the clock time I should look at). I'll play it back. I can't debug connected to a server, I stop execution to examine, I'd lose connection.
I have a working theory that goes like this: there may be something in the renderer that isn't being reset to base state.
Would seem to be a fit for what you describe, but isn't necessarily the case.
But if it is a renderer state issue, I may not be able to replicate it easily because it depends on a very large number of factors.
With a demo of where you say you have the issue, my first goal would be replication (which could be the hard part! Could depend on your settings, like even things like overbright or gl_fullbrights or what things you have turned on or off or what external textures, if any are loaded and what entities are on the screen).
/Whenever I end up doing a future incremental upgrade (like a 1.1 or what not), I would likely implement a state manager and this could never happen. I already have a different engine with a state manager (Engine X, which is a few years ago) and it unearths lots of scenarios where the states are not reset.
In_keymap
#256 posted by NightFright on 2016/11/26 09:12:18
I haven't tested 1006 or 1007 yet, but in general, the only thing I noticed was the tilde key. I am playing Quake mostly with numpad keys (the block on the right keyboard side) which isn't affected by these changes.
Will try with the newer builds soon, but basically, the default behavior should always be the tilde key for console.
#257 posted by Gunter on 2016/11/26 16:31:45
Bubble demos:
http://fvfonline.com/bubbles.zip
The bubbles are weird.
I get the same result in JoeQuake.
They work fine and smooth locally, but when connected to a server (even a server running on the same computer), they are very choppy, or if the level has been running a long time, the bubbles just don't show up at all.
The effect is seen in the demos based on the settings you make while watching it.
Bug
#258 posted by c0burn on 2016/11/26 17:19:38
Typing "pak help" in the console crashes the winquake engine for me.
#259 posted by Gunter on 2016/11/26 17:20:13
I thought maybe the difference might be that a proquake server would be protocol 15 and a local multiplayer game would be 666... But nope, that doesn't seem to make a difference.
Also, I tried running a dedicated Mark V server. DX or GL versions seem to start up and do stuff, but then the window instantly closes....
So I ran Mark_V_Winquake -dedicated, and the server window ran fine.
But then doing "connect local" or slist or find local multiplayer game in the menu does not work in my Mark V client.
connect [local ip address] works fine.
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