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#29476 Dumptruck 
I'm throwing a wild guess here but maybe if you set host_maxfps to 60 it would prevent the issues you had? I think it's set to 72 by default in QS. 
Rejoice In The Findings Of The Colonthree Here! 
:3 
Vorelings As Pets 
I love these little bastards ! They're the most funny beasts of Quake, and I want one as a pet !

https://www.hostingpics.net/viewer.php?id=153060vorelings.jpg

Would be great to play a map designed only for them, with one thousands of these mosquitoes.

Is there a command in Quake to change all monsters to a given type ? I don't think so, but it could be cool to experiment with.

Geez they're so cute ! 
Dumptruck 
The engines list shows the admod engine, quakespasm sdl32 and Winquake. The rest I do not recognize. It does not show my QSS engine. How do I set the thing up to find more engines?

https://puu.sh/x2yTg/1dc2d3ece9.png 
Appendix 
quakespasm-sdl2* and I do recognize Glquake of course. 
Quake Champions EU Quakecon Qualifiers 
Recording Demo's 
Is there a way, keybind/alias etc, when trying to record a demo to just have it tied to the quickload(F9) key and start recording again incrementing the demo's name?

I don't play all that great and I'd like to record some demos, like many here do, but damn man... it just breaks immersion for me when I have to quickload but drop to the console and get the recording going again making sure I don't overwrite the previous one.

Don't mean to whine but after several attempts of trying to get OTP's Jam9 map finished I m just frustrated with the process.

How is everyone else doing it? 
Not Really. 
You could make an alias script, but the problem is you need to record to a new file everytime and I don't think that's possible to implement.

Alternatively, you could play on coop mode with only one player where you simply respawn after dying while the demo keeps recording. Not ideal, though, because you still couldn't quickload, and it might cause problems for progression if the map doesn't take coop play into account - locked doors and other showstoppers.

Optimal solution: skip OTP's map! B) 
 
Yeah, I just bound multiple keys(6, 7, 8, 9, 0) for recording, so it's a quick F9 and the one of those in succession. Worked well enough. 
Preach 
There's been some confusion about the Quoth 2.2 release - patch vs full release, one of them possibly having (had) an old version of pak2.pak inside. On your site, the paks in both zips have different datestamps. Can you please give a definite answer what is what and how/if the corresponding zips on Quaddicted need to be replaced? 
@sevin 
I think SQL only looks in your Quake directory for the game engines all of mine show up - Fiztquake etc. I notice you have vQuake! That's the first HW accelerated Quake for the Verite V1000 card. 
Dumptruck 
I guess I just have whatever comes with the Steam release, plus admod and QS. I'd like to come up with another solution to the organization problem, SQLauncher just sorts through all the junk a little better. I don't want all the junk. 
Patch Version 
I downloaded the patch and the full versions, extacted pak2.pak from each, and then the progs.dat file from each copy. After checking the both the progs files and the paks themselves with a binary comparison tool, I am happy to share that the files are byte for byte identical across the patch and the full version, and it doesn't matter which one you use. The datestamp isn't a reliable indicator, because it's generated from the zip file metadata and doesn't necessarily correspond to the creation date of the actual file. 
Checksum 
The SHA1 checksum for a current copy of pak2.pak is
e3 57 e0 b2 b7 87 03 e2 eb b3 2a b8 22 91 1b 77 c4 b0 a3 7a

That's the most reliable way to check the integrity. 
Also Dumptruck 
Overwrote my base Quake engine (the loose engine files in the Quake folder + Winquake) with QS 0.92.1. Downloaded a fresh copy of QSS and dropped the folder in root Quake. SQLauncher won't read the QSS engine, only admod. What gives? 
No Need To Vis Our Maps Anymore 
Primitive Discarding in Vega

On a serious note, it would be awesome to have compilers with results that are this precise. I can't speak for q1 maps, but creating optimized q3 maps (and source apparently) requires quite a bit of TLC (caulk hulls, hints, area portal, detail, etc). It seems you pretty much have to consider the vis process from the very beginning and build accordingly so that by the end you've essentially vis'd the whole thing manually. I'm still a noob so I could be making it sound more labor intensive than it needs to be. Practically speaking, you'll get very good mileage out of a few well placed hints and area portals, but for really well optimized/vis'd maps you should consider vis on a per-face basis right from the beginning. 
 
vis rejects things that are occluded by other geometry, the tech they are talking about in the video seems to reject things that are out of the view frustum, or backfacing, or really tiny. Quake engines already take care of frustum culling and backface culling even on unvised maps. So that's separate from what vis has to offer.

In theory, we could use hardware occlusion queries to reduce the need for vis, but i'm not sure if any quake engine uses that or if it's even practical to do it without hand-authored occlusion volumes. 
For Nitin Exclusively. 
Guys 
any news about the fully vised tronyn/ericw jam6 map? 
Yes 
It's still vising 
:) 
 
#29506 
Indeed. He only mentions tiny tris, backfacing and frustum culling, but it looks like they're demonstrating occluded geometry culling here? Either way, it was only a wistful joke to soothe my pain... speaking of, I should get back to trying to optimally vis my non-room-corridor-room-corridor map... 
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