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Brightness 
I have to take back (mostly) the comment about map brightness. I've used Fitzquake for years, but to play these newer maps I downloaded Quakespasm. I loaded the map I've been working on in QS and noticed there is a significant difference in brightness. I'd estimate the equivalent of about .25-.30 gamma. I still think some maps are way too dark, but the difference between the two executables probably accounts for a lot. 
Looking For Lost Map... 
Hi, anyone know where I can obtain the xmasjam 2018 bonus map by sock? The only link I can find is dead...

http://www.simonoc.com/files/maps/sp/ad_xmasjam_sock.zip 
Get It From Quaddicted 
Sorry It Was For 2017 Xmas Jam 
Not 2018 
 
Hmm, Sock took his entire website down.
Here is the map: The Grotto (ad_xmasjam_sock.zip)
Date: 16th January 2018 (version 1a) 
Fab, Thanks Mankrip 
:) 
Low Tax Died 
rip to a quake's o g ! 
Christmas Jam 2021 
I assume there will be a Christmas Jam 2021? How does it normally work, is there a thread posted asking for submissions and stipulations? When does the final product normally get released? 
Xolvix 
Quake In 2022 Video 
Quake in 2022 Video --- CALL FOR SUBMISSIONS

I'm planning on a 2022 "preview" for my YouTube channel and would love to see what everyone is working on! Mods, maps, mini-episodes, textures, sounds, music, artwork or anything Quake-related that will be coming out in the new year would be appreciated.

How YOU can get involved:

Email me or message me on Discord (dumptruck_ds#3116) with a screenshot, link to a video or other media I can use in a video and most importantly a short explanation of what you are working on.

Then what?!?

I'll make a video and show off your work! SIMPLE.

DEADLINE for SUBMISSIONS

December 7th

Here's to a wonderful new year with plenty of new Quake-y goodness. 
For Exposure 
 
Is Lunaran Still Works On QuakeEd 3.2 
so i found this resurrected editor and i made a map with it,
it has alot of problems but its powerful,
but im wondering if its still in development. 
Hi. 
We put out a video today:

https://www.youtube.com/watch?v=WPWm7EiNIDA

Zothique helped out by providing a CRT.

He also made the following comment:

Its no interpolated, just at this res, the low frame rate is not noticed!

You'll notice the Scrag and the Ogre moving very smoothly though. This was filmed in WinQuake Mark V and I don't remember if it has interpolation implemented.

Does that make sense? The low framerate of Quake combined with a low refresh rate of a CRT combined with being recorded on a mobile device somehow gives the illusion of smooth movement?

And does that imply that on older devices, even in the default engines enemies would appear interpolated?

Please help out my tech illiterate brain. 
 
This was filmed in WinQuake Mark V and I don't remember if it has interpolation implemented.

Yes, it has. Its r_lerpmodels cvar is enabled by default.

Does that make sense? The low framerate of Quake combined with a low refresh rate of a CRT combined with being recorded on a mobile device somehow gives the illusion of smooth movement?

No, because CRTs have no ghosting.

And does that imply that on older devices, even in the default engines enemies would appear interpolated?

All Quake engines interpolates the origin and angles of all entities. The only thing the vanilla engines doesn't interpolate is the individual vertex data of MDL models.

Anyway, the lower the resolution, the less pixels each vertex travels when the model frame is changed, which can make the lack of interpolation less pronounced. But this is only significant for models that are far away, and doesn't make the framerate look smoother. 
 
Cool thanks. 
 
MarkV defaults to r_lerpmove 1 and r_lerpmodels at 1.
DOSQuake / WinQuake / GLQuake have neither. 
 
To be more specific - the original engine doesn't interpolate the origin and angles of MOVETYPE_STEP entities, but does interpolate all other entity types. That's what allows doors and plats to move smoothly.

This interpolation is done in the client pre-rendering setup stage rather than in the renderer, and the relevant code is in CL_RelinkEntities.

MOVETYPE_STEP entities have a step animation built into their movement which this interpolation doesn't work well with, so they don't get it.

The relevant protocol flag is U_NOLERP and is set in SV_WriteEntitiesToClient.

You can grab a copy of the original Quake code, review it, and confirm this.

The original implementations of frame interpolation from shortly after the Quake code was released had several serious problems, plus they ran on the CPU and so were slower.

The FitzQuake implementation is a good reference that resolves most of the original problems.

Modern QuakeSpasm interpolates frames on the GPU and is consistently fast whether a model is interpolated or not.

Quake II does interpolation slightly different, baking the positional and frame interpolation together, then applying that to frames. 
 
Yes, there's that exception for MOVETYPE_STEP entities. I don't remember how the step animation works, besides smoothing out stair steps.

Anyway, in the Tremor teaser they disabled r_lerpmodels, and it seems r_lerpmove is disabled too. If the second video was also recorded this way, there's definitely no interpolation of any kind in it. But high framerates will smooth out the movement and angles anyway. 
Map Quiz 
There is a certain ms.wad on the old RemakeQuake SVN, containing 16 map shots that were presumably considered influential by the team.
I can name all but one (mapshot1 with the vore over lava). Does anyone know what the map is? Am I missing out on some greatness or what? 
That's 
Morbidity: 2

Trivia: The map shots were used as paintings in e2m6rq. 
Can Confirm 
Only two of them though. Unless there's some super secret private version.
So I was missing out - what a delightful abundance of moving parts, these two maps. Thanks! 
Ha 
I forgot about that :D

I think that was RJ's level. Very high quality that sadly never saw release. 
Func 19 Year Anniversary. 
Looks like we just passed the 19 year anniversary of func_msgboard. Thanks to Sleepwalkr for hosting and tech support, and thanks to the community for the maps and mods. 
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