#297 posted by JneeraZ on 2010/01/18 14:35:13
What the hell is going on in that video? :) I can't tell what's rotating ... the player? But why is the room turning ... I .. ARGH!!
It Looks Like
#298 posted by grahf on 2010/01/18 21:29:02
the player is not rotating, but the thing he's standing on is.
How is this different, in technical setup and/or mapper use, than Hipnotic's rotating stuff?
Could be a big boon if the texturing of these rotators is more sane.
#299 posted by gb on 2010/01/18 21:32:27
no func_movewalls
Cool...
#300 posted by metlslime on 2010/01/18 23:13:03
I've been following the thread on i3D as you guys discussed this. The remaining things I think would be ideal:
- engine: rotate player orientation as the object they are standing on rotates.
- compiler: origin brush support for ease of use
- compiler: fixed texture alignment on rotating models (right now it's all wrong because the brushes are moved to the world origin during the compile process without locking the textures)
Also I believe the way collision is being done for this is not correct, rotating the collision hulls can have some pretty non-optimal results, especially if you rotate a bmodel onto its side, since player bounding boxes are taller than they are wide. But doing it correctly would be pretty hard. I think what quake2/3 do is, save the original brushes in the bsp file and expand them to collide as needed, and don't use hulls at all.
Rotating Doors
#301 posted by Baker on 2010/01/19 01:04:16
Although there are many theoretical things that can be done with rotation and known issues with it in Quake, I only care about rotating doors. ;)
Maybe draw bridges that rotate down too.
Hip rotate doors kill me and otherwise are all weird. And if map authors want spinning things for show and level atmosphere, they can always put some clip around them ... to my knowledge the hiprotate objects have the same problems but at least these are FAR easier to setup.
Different Problems
#302 posted by Preach on 2010/01/19 01:14:49
The hiprotation objects have some problems, but they are consistent - the movewalls themselves don't rotate, so they don't start colliding with the player differently depending on the rotation it takes. Score one for hipnotic I guess...
Avirox Rotation Version 1
#303 posted by Baker on 2010/01/19 03:53:10
Yeah...
#304 posted by metlslime on 2010/01/19 05:43:54
point-size entities will behave correctly, since a rotated point is still point-sized. It's hull1 and hull2 which are built around box-shaped entities which will exhibit inaccurate collision when the hull is rotated.
#305 posted by gb on 2010/01/19 14:14:40
I believe for legacy maps, and people who simply want to keep using them, hiprotate will not go away... Quoth supports it nicely, RMQ will keep supporting it as part of its backwards compatibility effort etc...
For those of us who would like to do it in a more sane way in the future, the avelocity based rotation will be a gift of the gods.
Meaning, with RMQ and other forwards-compatible mods, you'll be able to have what you prefer.
Metl
#306 posted by spy on 2010/02/08 14:04:29
what does it mean:
it's from a console log
-------------
]quit
VID_Gamma_Restore: failed on SetDeviceGammaRamp
-------------
It Means
#307 posted by Spirit on 2010/02/08 14:35:29
ATI sucks.
Spirit
#308 posted by spy on 2010/02/08 14:52:19
i got nvidia
Damn
#309 posted by Spirit on 2010/02/08 15:05:01
Well, I think it says something about not being able to restore the original gamma (of the OS versus the one ingame).
Spy:
#310 posted by metlslime on 2010/02/08 22:41:46
it means restoring your desktop gamma setting didn't work, but i'm not sure why -- windows doesn't give any useful error messages when that happens.
Windows Is A Piece Of Shit
#311 posted by ijed on 2010/02/09 04:35:29
That's what it means.
A piece of shit geared towards your needs, the users needs.
I can't be arsed - but imagine I'd just gone on for a while about how magical a piece of shit can be, but at the end of the day is still something that won't fuck off no matter how many times you flush.
Oh...
#312 posted by metlslime on 2010/02/09 04:46:13
also, after talking to somebody by email (baker, jpl, or spirit, or maybe someone else)... that person told me he was getting the message even int cases where the gamma change actually worked! So sometimes the "failure" isn't actually a failure, from that one user's report.
Error Code 23
#313 posted by Spirit on 2010/02/09 09:19:48
Post failed!
Crucified Zombies Do Not Work.
#314 posted by Ron on 2010/02/22 18:02:03
They fall true the map.
In all the other engines they hang on the wall, but in Fitz ver .85 they either appear normal, throwing meat at you, or they fall true the map.
I don't get it.
If I start the start.bsp map, they are all hanging nicely on the wall, but in my own (nearly done) map, they don't.
Sorry, Spoke Too Soon. Again ...
#315 posted by Ron on 2010/02/22 18:12:36
Can't delete my previous post.
There was something wrong, but it was because I was using an alternative pack.
Sorry ...
#316 posted by anonymous user on 2010/02/24 10:57:40
fitz0.85 is opengl right?
still dont understand what fitzquake have that joequake,qrack,glquake e.t.c dont have because with my ATI X850 in the only that dont screw my image...
:( but i whould love to know what it is :| need joequake to record speedruns demos :(
194.65.24.228
gl_ztrick 0
#318 posted by Trinca on 2010/02/24 11:23:23
Mr Fribbles are you joking or serious?
I dont understand nothing about those things... if true i will try when i get home
thanks!
if joequake have this command...
Mr Fribbles
#319 posted by Trinca on 2010/02/24 13:03:23
gl_ztrick i google it, and i guess you are right... zomggg will be the first thing I will do when I get home...
Yeah
#320 posted by nitin on 2010/02/24 13:22:10
I think fitz sets ztrick to 0 by default.
"gl_ztrick"
#321 posted by spy on 2010/02/24 14:39:51
there is no such command in fitzquake0.85
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