Screenshots And Messages
#3418 posted by mh on 2018/06/18 10:41:39
One way of handling this is, rather than taking the screenshot immediately, just flag an "scr_screenshot" qboolean to true, then run SCR_UpdateScreen and if scr_screenshot is true selectively suppress certain UI elements. Finally glReadPixels and capture the screen.
#3420 posted by
muk on 2018/06/18 20:03:39
yes, taking one screenshot wont display the message in the screenshot.
spam the screenshot key and youll get the message in the screenshot.
some people implement real world photography concepts into screenshots and one of those concepts is to take a quick series of images to then pull the best one from.
Think of skateboarding where they use shutter speeds to capture the whole trick then pick one of the pictures to use on the cover.
#3421 posted by
muk on 2018/06/18 20:08:15
heres a GIF with this in action:
https://i.imgur.com/Xe2Jd1U.gifv
Uuuhhhh
#3424 posted by
Kinn on 2018/06/18 21:20:13
are these last few posts just one big troll?
you know the "clear" command is a thing yeah? clears the console?
bind F12 "screenshot;clear"
does what you want I think?
#3425 posted by
muk on 2018/06/18 21:32:56
metlslimes suggestion of "con_notifytime" is better than using clear, imo.
Sorry For The Tone
#3426 posted by
Kinn on 2018/06/18 21:32:56
reading that back again sounds a bit patronising, but I think it's a valid solution for now.
Maybe the fact it clears the console history doesn't make it a perfect solution.
Con_notifytime
#3427 posted by
Kinn on 2018/06/18 21:34:41
lol, I skimmed past that.
Yeah that's even better.
Lol
#3428 posted by
mfx on 2018/06/18 21:51:41
yeah, i changed the binding now too.
no trolling intended.
And Btw
#3429 posted by
mfx on 2018/06/18 21:56:49
that rrp gif is 5 yrs old now, i just remembered making it was such a chore not knowing how to disable the message.
#3430 posted by
ptoing on 2018/06/19 00:13:16
It would be neat if QS allowed for changing the actual layout and functionality of the hud. I think stuff like that would be very cool esp for big mods like AD.
Huddage
#3431 posted by
Kinn on 2018/06/19 00:19:00
That requires support for CSQC hud code - I think QSS has this supported, but I haven't had time to check it out yet.
#3432 posted by
ptoing on 2018/06/19 01:22:40
I always get warnings when I try to get QSS.
You Mean
Because Spike Injected A Packet Sniffer!!
#3434 posted by
mfx on 2018/06/19 01:27:13
j/k i get the same warnings, idk what windows doesn't like about qss, it is annoying.
#3436 posted by
ptoing on 2018/06/19 02:35:05
Yeah, getting a virus warning from that. From the zip as well. Wonder why that is exactly. I reckon it is some funky code which gets picked up by heuristics?
I Was Wondering
#3437 posted by
ptoing on 2018/06/22 04:50:59
How hard would it be to get temporal dithering, similar to that of Inside, into a quake engine?
The banding that the fog generates, esp in dark areas is pretty harsh. With good temporal dithering, that is limited to the fogged areas, things would look a lot nicer. Obvs this is not important as it is not a gameplay thing at all, but it would be neat.
#3438 posted by
ptoing on 2018/06/22 05:32:56
Also, thanks Kinn for the hud linkage :)
Cool Idea
#3439 posted by
ericw on 2018/06/22 06:51:32
The main roadblock for Quakespasm is the renderer is not fully converted to shaders; mdl and lightmapped faces are, but water, sprites, sky and anything else are still using fixed-function OpenGL.
Dumping some links on dithering I found:
http://loopit.dk/banding_in_games.pdf
https://www.shadertoy.com/view/MslGR8
#3440 posted by
ptoing on 2018/06/22 08:08:05
Ah, I see.
Here's a good talk about what they did in Inside here.
https://www.youtube.com/watch?v=RdN06E6Xn9E
I also think they gave away the plugin, or whatever they wrote for Unity to do this stuff for free. Not that that would help a lot with QS.
Isn't Fixed Opengl Faster Though?
#3441 posted by
Qmaster on 2018/06/23 00:15:30
#3442 posted by mh on 2018/06/23 19:16:08
On any hardware from the past 15 or so years, fixed function OpenGL no longer exists: it's emulated with shaders in the driver.
Maybe "fixed function is faster" was true in the GeForce FX era, but time and technology have both seriously moved on since then.