|
Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
|
|
#32093 posted by mankrip on 2022/01/13 23:30:18
I need to look over how software Quake clips brush models again. It's been a while but my recollection is that it's not actually that simple, and may have dependencies on faces being converted to spans before it does the clipping.
I don't remember the exact order, but here are the steps:
First of all, the server uses VIS data to determine which BSP entities may be visible to the client.
The engine clips all visible BSP entities' polygons against the world. Somewhat similar to selecting the world in a map editor and using the "carve" function. This is what eliminates coplanar textures in software Quake.
Frustum clipping also clips the BSP polygons, this time against the frustum.
Spans clipping is the last step in vanilla software Quake. It clips the spans of the resulting polygons against each other in screenspace, ensuring zero overdraw and eliminating most of the need for a depth buffer.
Z-buffer checks clips the polygons' spans on a per-pixel basis, and is only done by custom engines with features that requires overdraw (semitransparent water, colormasked textures, etc).
Vanilla Quake's source code makes things confusing because the worldspace "carve" clipping, the frustum clipping and the screenspace spans clipping uses very similar terminology in the code. There are lots of "edge" clipping stuff in the comments with no mention of screenspace and/or worldspace.
#32089
#32094 posted by mankrip on 2022/01/14 00:35:24
In WinQuake, overlapping func_wall would have been invisible, i.e. the opposite of the desired result. Since it used to look right, it couldn't have been a func_wall.
Good point. Maybe, for some reason, that worldbrush was now converted into a brush entity by either the map editor or the BSP compiler. Comparing the current map sources against the map sources of the original release may give a clue.
Also, r_drawentities 0 helps to identify which brushes are part of BSP entities.
If the coplanar polygons are still present with r_drawentities disabled, there's something really broken in the BSP file.
#32094
#32095 posted by anonymous user on 2022/01/14 04:31:05
If this was an endurance excercise to see who can keep guessing the longest without opening TB and actually testing it, I guess I lost.
No but seriously though, there's no need for some rogue brush entities when it's simple qbsp. I think I got it right in #32075, then metl agreed, and then dumptruck never responded.
Like this. Note that TB doesn't consider brush order to be significant, while compiler clearly does. Case solved?
#32095
#32096 posted by mankrip on 2022/01/14 20:25:12
I thought you were talking about a problem that happens when actually playing the map. What happens in the video you've shown is normal behavior, with the resulting BSP having zero polygon overlap.
At 0:26 the small brush appears because the big brush was carved by the BSP compiler to make space for the small brush. There's absolutely no overlap happening in the engine.
Brush carving order during compiling is up to the compiler, and can also be completely random. There are no rules for it in the map spec. This is why map editors have a "carve" feature, so the mapper can manually define which brushes should be cut to make space for other brushes.
Developers shouldn't rely on undefined compiler behavior. This is true for both programming and mapping.
There are many ways that undefined behavior can go wrong. For example, nothing guarantees that when copying & pasting multiple brushes the order between them will be the same. And afaik, there are zero editors with an option to display the brush order. It simply shouldn't be relied upon.
#32097 posted by mankrip on 2022/01/14 21:29:02
This reminds me of when Abrash mentioned that despite out-of-order execution making CPUs much faster, it became impossible to predict exactly how many cycles a function would take to execute.
With multithreading and many other optimizations in modern BSP compilers, I wouldn't be surprised if the brush clipping order became completely unpredictable. EricW has much more in-depth knowledge about this than me, maybe he can give a better answer.
#32095
Two things. Matthais hasn't been back to the Discord so no need for me to follow this any further.
I saw your reply and metl's follow up. Thanks! GOod info and great illustration.
P.S. Log in FFS.
#32099 posted by anonymous user on 2022/01/20 05:57:22
I Don't Know The Procedure
#32100 posted by Mopeybloke on 2022/01/21 15:38:57
I made this other account called "Mopey bloke" with space. I no longer have that passphrase. If you want, go ahead and delete that please.
#32102 posted by 4LT on 2022/01/26 21:05:58
Discord is down, time to party like it's 2002!
But seriously, it's a good thing the community is distributed.
It's Back :(
#32103 posted by ijed on 2022/01/27 02:32:28
So Much For The Web 1.0 Renaissance
#32104 posted by metlslime on 2022/01/27 03:24:04
Hahah
#32105 posted by ijed on 2022/01/27 15:14:47
Radiatoryang Has Joined The Quaddicted Team
...to assist in updating map releases.
Here's a post with some updated requirements that will make adding your maps to the database a bit more streamlined. There's much more info there but here's a TLDR version:
Here's a template for people to copy and paste for future release posts here. Replace the example placeholder with your own data.
MAP TITLE
example -- "Subterranean Library"
MAP AUTHOR(S)
comma-separated list of everyone who made levels in the release... example -- "ChrisHolden, Greenwood, Grue, Heresy, ionous"
MAP AUTHOR HOMEPAGE OR PROJECT URL (optional)
example -- https://alkalinequake.wordpress.com/
EXTRA LINKS (optional)
one link per line, format is (title)|(url)... example -- "ModDB|https://moddb.com"
MAP SIZE ESTIMATE
are these small (~5 minutes), medium (10-15 min), or large (20, 30+ min) levels? help players budget time and expectations
SHORT DESCRIPTION (1-4 sentences)
How many maps? Do they form an episode? If it was a map jam, what were the constraints? What map themes or styles? Any custom weapons or textures or monsters? What mod kit did you use, is it already included or downloaded separately?
TAGS (optional)
Comma separated list of Quaddicted tags. Common tags: "small, medium, large, medieval, wizard, base, slaughter, ad, copper, makkon"... see tagging policy here https://www.quaddicted.com/help/tagging_policy
SCREENSHOT URL
link to a 1024x768 JPG that's under 300 kb + isn't too dark + shows at least one main area
Note: we still might edit or clarify your data, or take a new screenshot if it seems misleading, etc.
Tranny Quake
#32107 posted by anonymous user on 2022/03/06 00:33:58
Fuck Off
#32108 posted by h4724 on 2022/03/06 10:20:21
Alkaline Map Finished
#32109 posted by Mememind on 2022/03/08 18:00:28
The map I posted about in screenshots is finished, Im waiting for it to be uploaded on Quaddicted so im just gonna post it here.
https://www.quaketastic.com/files/hydromadness.zip
@Mememind:
#32110 posted by metlslime on 2022/03/08 18:26:42
#32111 posted by oglerau on 2022/03/14 18:56:23
does anyone know a good bot mod for Q1? looking for bots that are not just omnipresent gods, but actually use tactics, flanking you or stuff like that.
Sounds Like A PHD-level Problem To Me.
#32112 posted by h4724 on 2022/03/14 21:35:20
Frogbot The Offical Qw Bot
#32113 posted by anonymous user on 2022/03/16 04:29:00
no other bot can compare !
For Q3 There Was The Mindworks Bot
#32114 posted by ijed on 2022/03/21 01:53:20
Frogbot is decent, as is the Reaperbot, but both suffer from the 'always perfect' Ai design schema.
#32107
#32115 posted by Kinn on 2022/03/26 16:22:53
Made the fatal mistake of clicking that link, and then the even more fatal mistake of clicking on the guy's channel to see what other horrors he's uploaded.
Fucking honest-to-god straight-up psychopath. Silence of the Lambs material. Fucking hell.
It's Been A While....
#32117 posted by JPL on 2022/03/27 18:26:50
Hi guys
I just aquired a brand new laptop with (unfortunately) Windows 11 installed, and I am currently reinstalling all my favourite Quake stuff (FitzQuake 0.85, my maps/mods, mapping tools, etc..)
This fucking laptop does not let Quake to run, because the "specified video mode is not available"... wtf ? Even trying to play with compatibility options failed..
Anyone already experienced such issue and have a n idea how to solve it ?
Thanks a lot in advance for your help
|
|
1 post not shown on this page because it was spam |
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|