Looks Very Interesting...
#5 posted by metlslime on 2012/06/29 23:32:37
I'll have to check it out when i get home.
Baker, does this engine make obsolete your previous "custom builds" of fitzquake? For example there was one a few years ago that had various fixes like the Intel adapter fix.
Also...
#6 posted by metlslime on 2012/06/29 23:41:52
Is there a full list of changes? The news post says "see readme" ... the readme says "see home page" ...
Sweet
#7 posted by nakasuhito on 2012/06/30 09:41:43
going into fullscreen doesn't give me black screen anymore! :D
with the latest fitzquake i had to use a .bat with the windowed option for it to run, otherwise i had to tab out and then back in to see something. that was my only issue with fitzquake.
so far nothing wrong that i can see though [only played like 5mins though].
#8 posted by necros on 2012/06/30 19:13:57
water ripple seems buggy though. lots of tearing and inconsistently sized faces on water brushes cause the ripple effect to be uneven.
BSP2 Support?
#9 posted by Tronyn on 2012/06/30 19:39:23
Or is that still RMQ engine only?
Lots of those fixes and features seem very useful. I like fov does not affect gun, although people that use extreme fovs in multiplayer kinda annoy me (especially in the 3rd person Rune, where you can see without being seen using an extreme fov).
I Don't Think So...
#10 posted by generic on 2012/06/30 20:13:10
I didn't load your beta map ;)
Heh
#11 posted by Tronyn on 2012/06/30 20:57:55
understandable ;)
vis is getting close to done, but every time it gets to 15 hours it goes back up to 25. lol.
Random Note:
#12 posted by metlslime on 2012/07/01 09:24:27
r_waterripple looks better if you set "r_oldwater" to 1, because when r_oldwater is 0 it ignores the "gl_subdivide_size" setting. There are still subtle issues with it due to glquake's buggy subdivision (for example, it creates t-junctions.)
The Real Problem Is
#13 posted by mh on 2012/07/01 13:49:42
Sine waves don't linearly interpolate. You cannot linearly interpolate a sine wave; the best you can do is increase tesselation so much that the problem becomes less visible - that's what r_oldwater 0 (in a sorta-kinda-roundabout way) or low values of gl_subdivide_size do, but at other costs elsewhere (fillrate, limiting texture size, extra vertex processing).
#14 posted by Text_Fish on 2012/07/01 14:31:34
Is there any way to stop monsters and pickups from being fullbright?
Thanks
Now my shitty laptop integrated gfx card can finally run maps with dynamic lighting without stuttering like Walter Jr in Breaking Bad.
But yeah, what Text_Fish said.
@metslime
#16 posted by Baker on 2012/07/02 07:38:49
See quakedef.h
I described the changes as best I could.
make obsolete your previous "custom builds" of fitzquake
Yes. My intention with this engine was so you (or the Quakespasm guys or any interested modder) could implement any fix or improvement you were interested it at will.
I know that over at Inside3D a lot of engine weaknesses have been uncovered [it is actually almost intimidating :( ] and rather than make it hard to absorb the solutions, I wanted to make it an easy process.
I've learned a great deal about the rendering process from FitzQuake's complete rework of it. This is my reciprocal work. :)
So far ...
@others
#17 posted by Baker on 2012/07/02 07:41:10
MH deserves all the credit for the frames per second increase. In the engine, this is marked as SUPPORTS_MH_DYNASPEED. It literally turns 11 fps dynamic light situations into 250 fps lighting situations.
@daz
#18 posted by Baker on 2012/07/02 07:43:19
I do have a great liking for you demos. ;-)
I'm glad this made your day.
Argh ... Quadruple Post ...
#19 posted by Baker on 2012/07/02 07:50:15
@Tronyn ... no I haven't implemented BSP2 ... yet.
It you'd like everything BSP2 does, but in classic BSP, I do have your answer:
http://quake-1.com/docs/utils/txqbspbjp_rotate_skip.zip
^^ BSP compiler with rotation and all BSP2 modification except it does classic BSP.
I didn't make that because I'm against BSP2 (I'm not) but because I have a conservative side that wants to understand individual changes one at a time.
@Text_fish
#20 posted by Baker on 2012/07/02 21:49:41
Is there any way to stop monsters and pickups from being fullbright?
Fixed. Thanks for pointing that out.
Please re-download.
#21 posted by necros on 2012/07/02 22:26:32
holy fuck the tool_inspector is awesome.
edict numbers, model index number, frame, target/targetname, absmin/maxs...
I won't be using this as a 'playing' engine (and it seems like that wasn't the intent anyway) but i will certainly use it for debugging stuff.
thank you!
#22 posted by Text_Fish on 2012/07/02 23:40:52
Cheers Baker. :)
@daz, Necros
#23 posted by Baker on 2012/07/03 08:00:54
is it possible to have the environment map over a standard texture though?
I agree, but I didn't want to introduce a hack into this. I'm not sure what a good mapping use of sphere maps are (except making metals look nice). That being said, you could use FitzQuake protocol 666 to place an alpha brush in front of another brush and use the environmental map texture on the alpha brush.
-sndspeed 44100 doesn't enable 44khz sound?
That isn't actually a FitzQuake 0.85 feature.
#24 posted by necros on 2012/07/03 08:31:06
Sorry, I've been using QS for so long now, I totally forgot about that.
Well ...
#25 posted by Baker on 2012/07/03 09:15:31
I've always liked the original Quake sounds as-is and one of the first times I gave a serious look at using DarkPlaces my first question was "The sounds in DarkPlaces are very 'crisp'" and I was told about the -sndspeed parameter which I set to 11025.
Maybe I'm in the minority.
I added -sndspeed command line param.
Agree With Baker On -sndspeed
#26 posted by mh on 2012/07/03 11:12:02
With the sources at 11k and with the way Quake "upsamples" them by default, all it's really doing is pitch-shifting. The crispness may be there, but the bottom-end welly is all gone.
#27 posted by necros on 2012/07/03 17:59:33
don't really care about that myself. i've never noticed anything bad with the way it's done in quakespasm. that said, for whatever reason, the 11khz sounds seem uglier in DP for some reason.
Also, with my habit of using so many ambient sounds and random crap, i really can't do without 44khz.
Waterwarp
#28 posted by Lunaran on 2012/07/04 02:40:12
Is it implementation-time vs. level-of-interest prohibitive to add GLSL support for the sake of restoring software Quake's original per-pixel waterwarp on liquid surfaces and on the screen while underwater? If not it seems like a clear visual win over relying on subdivision and ST distortion, and I'm surprised we haven't seen it in more engines by now (MHQuake comes to mind).
GLSL isn't exactly new, and vertex based warp still exists as an elegant fallback.
#29 posted by metlslime on 2012/07/04 02:50:42
doing waterwarp on the surface with GLSL is fairly doable (though it is something I have never done.) It's probably cheap enough on any shader-capable card.
Doing the fullscreen warp when underwater involves touching a bit more of the renderer because you have to render the scene to a texture, then copy that texture to the screen using a warping shader. In terms of hardware requirements, I think anything that can run doom3 can handle it, but this is, again, based on zero personal experience.
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