News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
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
First | Previous | Next | Last
Holy Fuck !!!! Dynamic Light On Quake 3 Map Format! 
Dynamic light is supposed to be impossible in Quake 3.

It is considered the sole drawback of the map format, compared to its predecessors.

I was digging deep into the DarkPlaces engine code, chatting with jakub1 @ quaddicted and trying to shake out how rtlights work -- since I only used DarkPlaces every once in a while mostly when something new and cool came out).

So I look in the code:

I find that the same code for realtime lighting also has a flag for "regular lighting".

I suspect there is no way that this could work, right?

Because you'd think the Xonotic people who still actively maintain DarkPlaces and continue to develop the Xonotic game would do stuff with switchable normal dynamic lights, if they worked.

Except likely what would happen is that Xonotic like Quake 3/ Warsow / Quakeworld / prob Quake Champions ... they focus on turning everything off.

So I think of a scenario, go to test it and to my shock I copied a E1M1 flicking fluorescent light effect on a Q3 map immediately.

Tried the other lightstyles like strobe and yeah they worked, they all worked.

I'll make a video sometime, maybe tomrrow. 
 
So, in Q1 jargon, you mean animated/switchable lightstyles, not dynamic lights (which Q3A always had).

Anyway, great finding. Wrath uses the Q3A map format, but I don't remember if it used such features. 
@mankrip 
Yes.

I'm coding the entire pipeline from map editor to QuakeC.

It's also a royal pain in the ass, but about 70% because I am having to learn about realtime lighting also in depth to know what the many possible fields do (because I am thorough).

And for many fields, I have to decipher what it does from the engine code as there is no other resource I know of (Romi rtlights has many fields as "0" -- unused).

Spikey says I shouldn't be surprised, helpfully supplied some Tenebrae info that he may be sole remaining person who knows (thank god, my curiosity might have murdered me) and I didn't even ask Spike nor know he reads Quaddicted forums.

(Thank you, Spike!)

Getting closer to done, but damn.

Will make video once done. 
@mankrip Pt 2 
I assume Wrath is the killpixel game.

It looked like Q1 to me, very interesting if it is using the Q3 map format.

--------------

When I think of "dynamic lights" when it relates to Q3, yeah I mean animated and switchable.

I can recall some goldenboy/Spike stuff from the past and mentions of rbsp and such.

I like flickering and switchable lights.

E1M1 wouldn't be E1M1 without them.

Flickering lights/switchable lights are some of the most interesting mechanics in Quake. 
@ Pt3 
For clarity, none of the getting flickering lights in Q3 involves realtime lights.

The interface in DarkPlaces is the same as the interface for rtlights.

So I'm handling both.

DarkPlaces has some interesting light features available like specifying a cubemap filter that the light uses.

So you can even have unusual and atmospheric non-flickering lights.

Combined with support for lit sprites, I hope to some day in the future have interesting looking steam or smoke combined with lighting effects and make that kind of thing easy to create in a map editor. 
Alright, The Wtf Of The Day (alcohol) 
Look, unlike Baker of old, I actually only drink alcohol about twice a year.

I take great pride in my drunk posts, many times I achieved a level of enlightened stupid that normal Baker could never see.

Such is the power of stupid. And I'm loaded with that.

Now today I am enjoying an alcohol beverage, but WTF ...


Why is https://www.moddb.com/mods/quake3-quake1-mapping-resources

Top 50 at moddb today?

I have not done a damned thing except drink this delicious beer and not even enough for a quality drunk post (thank you, Jesus sky god!)

Oh well ... mysteries of the unknown. But in my favor.

I'll take it.

But why would an not updated page get suddenly showered with traffic?

Perhaps if I have another delicious beer, I will care not the reason why. 
Why? 
https://www.moddb.com/mods/quake3-quake1-mapping-resources

It's getting stupid high levels of traffic. Why? Not a clue. I didn't do anything yet. 
 
Any page that's new in ModDB gets a spike in traffic. Retroquad's ModDB page jumped to the first page in the couple first days too. 
Hah 
That bot talking as if a bunch of nerds on a Quake 1 forum don't know about online porn yet. 
RE: #32293 
cause the name suggests a Quake 1 remake in Quake 3 engine maybe? 
Every Existing Doom/quake Art Piece Sorted 
here u go
https://www.dropbox.com/scl/fi/d7fot6fay06utpyxldi65/quake-doom-art.zip
2GB, 4000+ images, let me know which one u like 
@mankrip 
That wasn't the reason ;) 
@mankrip 
Clarity. I do verbal diarhea at any tradition Quake forum ... 36 views.

I do my awesome classy stuff with visually attractive stuff at moddb ... there a different number.

They sold me with the unlimited download space.

But the second my high quality content is showcased along with 3 commercial games like Call of Duty on their homepage, now they have my loyalty.

I am a relentless elemental of change.

If every 3 or 4 months some of my high quality contevt that already attracts eyeballs gets the VIP treatment, and all I have to do is develop and share like I already do .. I'm sold.

They have earned my loyalty.

/Explanation. 
 
Yes, I made a video of DarkPlaces doing a "POPULATION: ONe" style wall ..

My article at moddb was not "news" and got a zillion views.

One of my sons who rolls his eyes if I say the word Quake (like if I were to say black and white TV or pong) thought it was badass.

It was this, btw ...

https://media.moddb.com/images/members/5/4671/4670468/profile/royale.gif

The short version is all I have to do is deliver and I get to win.

Sign me up! I realized this July 4, haha.

If I deliver the final goods and they are worthy, I have the vehicle for traffic to secure the "W". 
Doom+Quake Art Mirror, 2GB, 4000+ Pics 
 
contains all related googleable fanarts from devArt, artstation, twitter/insta, tumblr, YTthumbs etc 
The Fun Thing About Watching Evolution ... 
Evolution has another name.

"Nature selection".

Let's say you evolve something into what becomes the dominant form tomrrow ...

What is fun?

Well, watching the squirming of course.

"DarkPlaces? How offensive! No one uses DarkPlaces today we all use <insert>"

And in 24 months that guy will be the normy talking about the new tomorrow like it is gospel.

I know Inside3D is down forever.

Archive.org shows my "Introduce Yourself" post.

I was completely upfront and clearly explained what I was going to do.

And now ... the completion of that promise.

Why can one "just some dude" do such a thing and how did he get to have such extraordinary levels of planning and ability?

Answer: Who cares? Enjoy the show muthafuckers!! 
 
Nice :)

"The new release of Quake II packs tons of enhancements under the hood. Many are modern additions while others are improvements made by reiterating techniques from its original 1997 release":

https://bethesda.net/en/article/6NIyBxapXOurTKtF4aPiF4/enhancing-quake-ii 
Yay 
 
 
i honestly haven’t replayed the quake 2 campaign since it first came out. maybe time to play it again. i remember really liking the “waste” and “power” levels… 
 
I play through the baseq2 campaign a few times per year, so I know these maps almost as well as the Q1 maps, and it's important to me to get things right. I've grabbed the Switch version of this release, as the main draw of it is to have a mobile version. If I wanted to play the original on PC I'd just play the original on PC.

I'm up to the Jail unit, and so far I consider it a bit of a mixed success. It's great to have a mobile version and the controls are up to the same high standard as the Q1 release, probably as good as it gets without being keyboard and mouse.

I don't like some of the changes. The new Berserker behaviour does make it a more challenging enemy, but it also significantly changes the gameplay. I miss the old machinegun recoil. But they're all relatively minor. The big one that causes me trouble is the lightmapped water.

I know that's come up before and I've been almost alone in speaking against it. Now that we have a full Quake game using it, hopefully we'll be able to move past the immediate response of "oooh new feature" and evaluate it on it's own merit, rather than just as something new and different. To me it doesn't look great in general, but it also makes translucent water surfaces in particular really difficult to see. I'd like to see that become a toggle in a future patch.

Overall though I'm delighted to have a mobile copy of the game, and look forward to running through it more. 
4 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.