Classic Settings And Weapon View
Aside from being unable to get an accurate weapon view like winquake/mark_v I think the features here are almost perfect.
r_scale, cl_sidespeed etc fix any minor gripes I've had.
Any ideas if this will be fixed outside of scr_ofsz -2 would be good.
@Fifth
#3444 posted by ptoing on 2018/06/24 14:56:02
What about r_viewmodel_quake regarding the weapon position. Setting that to 1 does the job pretty good I think.
I personally really would like the oldschool underwater effect in QS, but yeah, shaders, etc.
That and a way to actually have accurate colormap lighting rendition, because a lot of older levels do look a lot better with the harsher lighting, imo at least.
@Fifth
#3445 posted by ericw on 2018/06/24 22:45:56
Yep r_viewmodel_quake should do the trick.
btw check out the >60Hz monitor support in QSS if you haven't http://triptohell.info/moodles/qss/ - host_maxfps 0 means unlimited, and it keeps physics running at 72fps.
btw thanks for that video ptoing, when I get back into engine coding I'd like to do more with shaders, and the temporal dithering sounds like a cool project.
@ericw
#3446 posted by ptoing on 2018/06/26 00:03:03
Cool :D Would love to see how that looks if properly implemented. I think it would be very nice :)
#3447 posted by Axel on 2018/07/02 00:51:30
ptoing, if Vulkan is an option for you vkQuake solves the banding issues by using 10 bit frame buffer precision.
Bug Report / Replication
Please note that this bug occured in my IRC fork of 0.93.0
I just got a: "TexMgr_ReloadImage: Invalid source for player_0"
Error occurred in the middle of a game whilst quickloading and quicksaving a lot, also while recording demos.
This bug caused the save file list to disappear, it also caused loading saves from disk to fail.
video of failure: https://www.twitch.tv/videos/280904822
@Axel
#3449 posted by ptoing on 2018/07/05 19:57:20
Just tried vkQuake. That indeed solves most of the banding issues. Also like that it has classic water. Thanks for this tip :)
scratch that last bug report. It occurred again last night without the "TexMgr_ReloadImage: Invalid source for player_0" message. I'm inclined to believe that the bug I'm facing caused that error rather than being caused by it.
either way, with my shoddy coding it could be anything XD
#3451 posted by Poorchop on 2018/07/07 20:28:52
I have a feature request. The following binding doesn't work properly in Quakespasm while it does work in a few other source ports like Qrack:
alias +movejump "+jump;+moveup;"
alias -movejump "-jump;-moveup;"
bind space +movejump
Jump works just fine but when underwater, the player moves up as if holding the jump key rather than the move up key. It makes swimming up slower than it should be.
#3452 posted by Baker on 2018/07/07 21:34:45
In Qrack or Mark V, type pq_moveup 1 and you don't need any of that.
Feature originated in original ProQuake and spread to about every engine both of the Quake and Quakeworld variety including FuhQuake/ezQuake/FTE/FodQuake (in QW engines and JoeQuake the cvar is called "cl_smartjump" instead).
#3453 posted by Poorchop on 2018/07/08 10:34:18
Thanks Baker. It turns out that pq_moveup is 1 by default in Qrack, which would explain why the binding seemed to be working when it was really just the cvar. However, setting it to 1 in Mark V causes weird issues - it will stay locked swimming up when I press jump until I press the moveup key. Even pressing movedown won't cancel swimming up and staying at the surface.
Water And Music
#3454 posted by gila on 2018/07/10 13:21:04
Is there any way to get the classic software "wavey" water warp when underwater? I don't remember in which engine, but I seem to remember some of them did this. Maybe I am wrong though.
Another thing is, when reloading a game of the same level it restarts the music track, this is probably correct "vanilla" behavior, but is there a way around this? Maybe some CVAR that controls this behavior so there's an option not to restart music track.
And some maps have no music track info or have it set to "0" which results in no music playing. Maybe introduce a CVAR for random music track start (and/or override the map setting)?
Would be so nice
Then again simpler workaround would be having a Quake OST playlist on shuffle in some media player in the background.
#3454 - Underwater Warp
#3455 posted by Spike on 2018/07/10 15:53:23
FTE does (r_waterwarp 1).
DirectQ does, if I remember right.
And I think vkQuake does too, but it might just be surfaces.
(don't expect them to have the same scale as the software-rendered engines - higher resolutions result in far too many repeats in the vanilla software renderer)
Mark V
has water warp as well.
Quakespasm 0.93.1 Bugs And Suggestions
#3457 posted by ranger on 2018/07/12 17:08:55
bugs
-
>sometimes the player can get stuck going down/up ramps/angled brushes, touching obtuse (convex) corners. See the images for examples
https://ibb.co/mm18p8
https://ibb.co/jVdop8
>sometimes monsters teleport-in without particle effects
suggestions
-
>increase the limit of the number of particles. Sometimes, particles vanish from launched rockets during very chaotic battles
#3458 posted by spy on 2018/07/12 17:29:35
sometimes monsters teleport-in without particle effects
i guess it's a 'spawn silent'/no gfx mode
increase the limit of the number of particles.
there's a command line option -particles
#3459 posted by negke on 2018/07/12 17:55:24
Getting stuck on those corners is not an engine bug. It's an issue in the map, or the compilers to be precise, and occurs during the QBSP stage.
Particles can be increased manually using the commandline option like спы says.
Sticky Corners
#3460 posted by Spike on 2018/07/13 00:12:37
Its an engine bug in SV_RecursiveHullCheck.
FTE+DP+ezQuake all have fixed(and more efficient) versions, and porting FTE's over to QSS fixes the issue for me.
However there's a potential risk for things to fall out of one of the thousands of possible maps out there. Its probably not a huge risk, but its still there, hence why I was too paranoid to make that change.
Paranoia is a really bad thing. :(
#3461 posted by Party Boy on 2018/07/13 17:24:31
Hi, I think this is my first post...
In this port, is it possible to make the ogre and the zombies take into account your height when they shoot their projectiles?..
Nope
#3462 posted by spy on 2018/07/13 17:36:48
it's not the engine feature, it's QC thingy
i believe it's called z_aware monsters behavior
AD has that feature, some mods too
#3463 posted by Qmaster on 2018/07/13 19:36:49
Port/Engine - runs mods and sometimes has extra features to help with mods.
QC code - allows monsters, weapons, etc. to work properly. All engines already support angles and vectors so adding z-aware enemies for, e.g., ogres, zombies, flak ogres, etc. has been a thing for a while already. AD does the best job in my opinion because it uses a flag on the monster that allows for mappers to choose whether they want particular enemies to be z-aware or not giving mappers the most power.
I Stand Corrected
#3464 posted by negke on 2018/07/13 20:51:53
I was under the assumption that the sticky corners (always only 45° it seems) was some QBSP mess-up. Tbh I didn't even know it occured in the stock maps, too. Only ever came across it in custom maps... maybe because the id maps are mostly boxy.
Textures Are Broken In 0.93.1
#3465 posted by A_COC0NUT on 2018/07/14 17:03:06
I've been looking around for a while and can't seem to find any info on this. In quakespasm and quakespasm spiked as of 0.93.1 and r10 respectively I can't start a new game and if I launch a map manually the textures all look corrupted and the the lighting seems messed up as well. this only happens in 0.93.1 and r10 but not in 0.93.0. Any help would be appreciated.
Textures Are Broken In 0.93.1 Screenshots
#3466 posted by A_COC0NUT on 2018/07/14 17:20:13
https://imgur.com/a/O1ECIKz
The first two are from 0.93.0
The second two are from spiked r10. Its the same in 0.93.1
Looks Like That Epsilon Mod
#3467 posted by negke on 2018/07/14 18:02:55
|