Super Enemies
#268 posted by sock on 2013/06/29 16:09:58
I did some more investigating and it is not the bounding boxes, I can see them with the r_showbbox command. It is a time based event where enemies no longer take/receive damage. After a while I can just walk through them. I can't produce a save file to show what is happening because quick save/load fixes the problem (temporarily)
#269 posted by negke on 2013/06/29 17:19:30
Can you capture it in a demo?
#270 posted by necros on 2013/06/29 20:05:20
are they still damageable (blood particles vs grey puffs)?
can you get the edict # and check what the fields look like? (maybe make a tiny hack mod where the axe does an eprint of whatever it hits)
Use Quakespasm Or Previous Mark V
#271 posted by Baker on 2013/06/30 06:04:17
I have no time and sadly will have no time for amount of time that I can't determine right now.
I have about 15 minutes of "real" free-time and this isn't going to be changing soon.
I'm sorry about the bug --- real-life prevents me from having any meaningful amount of time to address this and I will continue to have no time for the future as far as I can see it --- and this is beyond my control.
Someday, I will fix --- I was trying to "go out in style with a delicious technical masterpiece" that could be feature ripped into Quakespasm easily --- I went all out, I thought I was practicing some awesome quality control and this slipped by me --- but I locked-in, I have no time and I'm not going to have any time.
And I'm sorry. I really was shooting for the moon to please to go out with a really fun bang with some incredible engine performance and flexibility.
Now I am beyond the event horizon, all paths available to me lead only towards real-life and I am far beyond the point of return to be able to work on this.
Believe me, I wasn't looking to let anyone down --- but I am no longer able to do anything about this.
Sincerely,
The Sadly Uber-Time-Restricted-Baker
That-Can't-Fix
This-Since-I-Have-No-Time-And-Wont
Baker
#272 posted by mfx on 2013/06/30 06:22:34
seriously?
i mean seriously...
Barking At The Moon Again ;-)
Feature Request
#274 posted by sock on 2013/07/11 19:09:11
Something to add to a wish list ...
* Be able to freeze a demo and then fly around the world to inspect / look at things. It would be very helpful for debug reasons to see what is happening with a demo. I don't mean change or move stuff around, just fly around and see where things (monsters/items) are.
#275 posted by Spirit on 2013/07/11 19:27:08
From what I know (unless I mix up things) Quake demos only include the entities in the PVS so a feature like that would require a whole different protocol.
#276 posted by sock on 2013/07/11 19:37:02
As the demo progresses the engine is updating entities with new locations, states (moving, alive, dead etc) and when the map is frozen I just want to fly around and see where all the entities are and what state they are in. Even the current PVS would be better than nothing.
@Sock
#277 posted by Baker on 2013/07/12 04:22:56
Qrack does this today and is the only engine I know of that allows this. I don't have any experience personally using the feature recently, I'm just pointing you to what can satisfy this desire today.
[I still have no time to work on Mark V and don't see this changing in the known future ... but I still care ... ]
#278 posted by negke on 2013/07/12 09:28:09
Daz's recent CG video revealed another Mark5 bug: playing back a demo of sock's map, many models were displayed pitch black, sometimes flashing depending on the view angle. I haven't tested it, but I could imagine the clipping and lighting issue also ccurs on other over-limit maps.
@Baker
#279 posted by sock on 2013/07/12 12:54:48
Hey no worries on your time, I just wanted to post here some ideas if you come back to MarkV development in the future.
@sock
#280 posted by Spike on 2013/07/12 13:55:06
quakeworld servers can record Multi-View Demos that support that (cl_demospeed 0 to freeze them or whatever it is, attack to toggle free-cam, jump to switch players).
With FTE, you can start a map and issue the 'easyrecord' command and it'll just start recording some randomly named mvd demo.
(sv_voip_record and it'll also include any voice chat too, for extra playback privacy invasions *cough*).
Feature Request
#281 posted by sock on 2013/08/03 20:59:17
Something to add to a wish list ...
* Excluding entities from being recorded in a demo. For example detecting a new key on an entity "nodemo" "1".
* Excluding entities from casting shadows (r_shadows). For example detecting a new key on an entity "noshadow" "1"
* R_shadows always casts shadows from 360 angle, being able to change this via worldspawn. For example a new key "r_shadowangle" "90"
Feature Request
#282 posted by sock on 2013/08/03 21:04:29
More stuff ...
* Adding external texture support for model skins (24bit TGA) with use of the alpha channel so that the skin can faded gradually. The external skin could be specified with an extra key on the entity. Like for example "ext_skin" "textures/hiknight1.tga"
Small Note Regarding Alpha:
#283 posted by metlslime on 2013/08/03 22:24:55
Drawing alpha-blended models correctly requires sorting every alpha object (if convex) or triangle (of a concave object) in the scene and drawing them back to front. I don't know of any engine that does this (perhaps darkplaces.) But fitzquake certainly doesn't.
People probably haven't complained about the cheap method used in fitzquake and other engines, probably because most mappers use the feature sparingly, and only on simple convex brush-models, and not on many models in the same scene so that you see them overlapping incorrectly.
I only mention this because as a perfectionist like me, you will probably notice this problem once you start relying heavily on the feature, on many objects in the same scene, and on objects with convex, organic shapes.
The safest way to use alpha given this, is to only put it on convex shapes and make it hard for the player to have a line of sight that passes through multiple layers of alpha objects.
Ah Yes
#284 posted by Preach on 2013/08/03 23:27:02
I remember now...last time I checked darkplaces doesn't handle this within a model - if you have multiple layers of fur in the model you do get graphical glitches occur where they overlap.
#285 posted by Spike on 2013/08/04 00:15:59
even if you do depth-sort, large objects can still cut through and overlap in screenspace even if the actual brushes don't (or for instance a transparent player standing waist-high in water).
mostly a .alpha set to 0.99 will result in the entity using the alpha channel of 32bit replacement textures (blended).
ext_skin with nice long strings would be far too painful. just use .skin if you really need that sort of thing (in combination with shaders as needed).
Engine Question
#286 posted by mechtech on 2013/08/12 04:12:08
Would a QC controllable sound mixer be a good feature? Adding reverd echo and other dsp stuff. I remember good ol duke3d had a few option with sector effectors. Setting an effect to match a rooms size would be cool.
#287 posted by necros on 2013/08/13 21:42:47
don't care too much about that, although it would be interesting to use every once in a while.
what I want is moving sound sources and doppler effect!
Agree!
#288 posted by mechtech on 2013/08/14 04:40:50
#289 posted by necros on 2013/08/14 05:25:26
also, while i'm dreaming, sound that travels through leafs/portals would be totally bad ass with volume attenuated by distance traveled instead of just radius.
@mechtech
#290 posted by Spike on 2013/08/14 11:07:37
halflife had various triggers that can apply various eax environment settings.
the forwards-thinking audio api to use is presumably openal, which would give environmental effects as well as doppler effects.
but hey, if you want to write your own reverb library and plug it in to a quake engine, be my guest. :P
incidentilly, a couple of engines already have rate modifiers, just not editably so... doppler would theoretically be easy enough to add, but as quake traditionally never moved sounds (and with invisible entities generating sounds and thus there not always being velocity information) I'm not sure how much it would break.
Sizedown In DirectQ Engine
#291 posted by K on 2013/08/30 23:05:05
Greetings everybody,
a few hours ago I decided to install DirectQ engine for Quake 1 and find it to be brilliant.
The only (MAJOR) problem with it so far is the fact that "sizedown" command won't work.
It's properly binded to "-" but it has no effect.
Writing the command in console does nothing too.
"Sizeup" works just fine.
I run a 1920*1200 resolution on a 24 inches monitor and the fact that I can't "sizedown" the window makes the engine a bit...useless in the end.
Can anyone please aid me on this ?
Thank you in advance for your help.
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