@metlslime
#3724 posted by Drugod on 2020/11/05 19:20:39
aaaaa!!!! thanks you so much bro "!!!
@metlslime Another Question
#3725 posted by Drugod on 2020/11/05 21:37:56
And for Quakespasm spike? you how works? same way than quakespasm ?
Drugod
#3726 posted by metlslime on 2020/11/05 21:42:39
The same method will work there.
@metlslime
#3727 posted by Drugod on 2020/11/06 00:52:29
thanks!
#3728 posted by Tasgemah on 2021/07/07 20:43:50
Sensitivity on MOVE stick is too high. I can't strafe properly, my character just launches himself left and right.
You can alter the sensitivity of the LOOK stick but not with the MOVE?
#3729 posted by 7yn1c on 2021/07/12 23:01:07
PARTICLES!
#3730 posted by gila on 2021/07/17 12:07:25
Is there a way to make particles bigger like they are in original DOS Quake or WinQuake?
For example, comparison screenshots: http://gila.deathmask.net/particles/
In DOS or WinQuake, the particles are really big, even in higher screen resolutions. In modern GL/Fitz/QS/vkQ variants the particles are too small compared to that.
I thought that r_quadparticles would affect this, but it's purpose is probably something else.
Particles
#3731 posted by mh on 2021/07/18 10:21:58
What you're seeing in Dos/Win Quake is particles that are further away. It's also noticeable that when particles are closer to the viewpoint in Dos/Win they're substantially smaller.
FitzQuake and derivatives just use the same particle scaling algorithm as GLQuake, so nearer particles are larger, further particles are smaller, with further particles being slightly boosted in size to prevent them completely disappearing at more extreme ranges.
Looking over the code, there's no way to modify this behaviour, but there are a few scaling factors that could potentially be cvarized in a future version.
QSS, I would guess, has all of this controllable by CSQC.
Mh
#3732 posted by gila on 2021/07/18 10:38:26
Thanks for explanation!
I walked rigth up to the wall and fired the shotgun. In WinQuake the particles are small, but as soon as I start moving away (like ~64+ units away maybe?) they suddenly get bigger, like x4 in size.
In GL/Fitz/etc it's the other way around. Really 'in your face' particles are big but moving away makes them smaller, almost like this behavior is inverted from DOS/Win :)
It's just that recently I played some classic map packs (Beyond Belief, etc) and both official mission packs in Mark V WinQuake to check out (more like to remember) the 256-color look, and then I go back to QS/vk/Fitz and the particles like blood and explosions are so puny and small...
#3733 posted by metlslime on 2021/07/19 03:07:01
It's unfortunate that glquake and fitzquake and friends don't have particles that feel "correct", but the behavior of software quake is hard to call correct either, so probably the best solution (if one is needed) is to provide some cvars to let users get closer to the behavior they think is best.
.ent Question
Assuming I am loading an external .ent file for start.bsp (start.ent) in the ID1 folder, would that mess up any other start.bsp loaded on top of it (e.g. from SoA or DoE)?
#3734
#3735 posted by mh on 2021/08/04 18:08:23
QuakeSpasm has checks to ensure that external content files come from the same, or a higher priority, gamedir as the base .bsp - I think this might break if your .ent files are at a higher priority gamedir than both the .bsp and the mod (so "QuakeSpasm.exe -hipnotic -game mygame", where "mygame" contains your .ents), but I haven't personally tested that so take it with the appropriately-sized grain of salt.
If The .ent Is Only Placed In Id1
and considering any other content is loaded on top of it, I assume it should be ok if there is another start.bsp somewhere else.
HIPDM1 Ent
BTW, has anybody ever figured out how to fix the Spike Mine in HIPDM1 which explodes right after level start and prevents you from getting 100% kills?
The relevant ENT entries are these:
{
"spawnmulti" "1"
"classname" "func_spawn_small"
"origin" "-376 248 1256"
"spawnsilent" "1"
"spawnfunction" "trap_spike_mine"
"spawnclassname" "trap_spike_mine"
"targetname" "7777"
"target" "7778"
}
{
"model" "*27"
"sounds" "3"
"spawnflags" "2048"
"classname" "trigger_once"
"target" "7777"
}
{
"classname" "path_corner"
"origin" "-360 792 1224"
"targetname" "7778"
}
Didn't Catch All Cases
There are actually more definitions involved.
Full list should be this:
{
"spawnmulti" "1"
"classname" "func_spawn_small"
"origin" "-376 248 1256"
"spawnsilent" "1"
"spawnfunction" "trap_spike_mine"
"spawnclassname" "trap_spike_mine"
"targetname" "7777"
"target" "7778"
}
{
"model" "*27"
"sounds" "3"
"spawnflags" "2048"
"classname" "trigger_once"
"target" "7777"
}
{
"model" "*28"
"sounds" "3"
"spawnflags" "2048"
"target" "7777"
"classname" "trigger_once"
}
{
"model" "*29"
"target" "7777"
"classname" "trigger_once"
"spawnflags" "2304"
"sounds" "3"
}
{
"model" "*30"
"target" "7777"
"sounds" "3"
"spawnflags" "2048"
"classname" "trigger_once"
}
{
"model" "*31"
"target" "7777"
"classname" "trigger_once"
"spawnflags" "2304"
"sounds" "3"
}
{
"classname" "func_exploder"
"origin" "-384 216 1248"
"spawnflags" "1"
"targetname" "7777"
"dmg" "-1"
}
{
"classname" "path_corner"
"origin" "-360 792 1224"
"targetname" "7778"
}
How It Might Have Worked
I am not sure if I get it right, but the way I see this, it was intended to work like this:
That tube at the top of the level (which can blow you down if you try to jump into it) was supposed to work as some kind of "mine launcher". There are 5 spots on the map that would trigger a spike mine, launched from the tunnel (with an explosion that wasn't supposed to damage the mines, apparently).
Not sure why it doesn't work, though. Maybe func_exploder and the mine spawner shouldn't have the same targetname (7777)? Or maybe there is something in the trajectory of path_corner?
Solved
Looks like the code itself was OK, but - as so often - spawning coordinates were flawed. In func_spawn_small, setting "origin" to "-376 268 1256" (+20 on the y axis) is all it takes, and that HIPDM1 Spike Mine launcher suddenly works as intended.
In the meantime, we found out that the lavamen in DoE's R2M3 dropping to the lower floor in QSS can be fixed if you change their z origin values, too. However, it shouldn't be necessary since other ports don't have that problem.
@NightFright
#3741 posted by gila on 2021/08/05 17:43:15
Do you have more entity fixes maybe? Not only SOA, but DOE and/or ID1?
It's Coming
I actually fixed all id1/hip/rog maps now. Many could be taken from Maddes' Quake Info Pool, but I added a few on my own. They will be part of a vanilla fix pack I intend to release soon. It's stuff like Orion's mdl fixes, better id1 sounds from QTest, Romero's full E2M6, progs.dat and map fixes for Quake and both mission packs. I even corrected the music not playing in the first SoA demo.
Sweet!
#3743 posted by gila on 2021/08/05 21:27:07
The other day I was thinking of a fix-pack like this.
Speaking of E2M6, did you (or anyone) check that there was no other changes to it, apart cutting the swamp cave entrance? Are you going to use the actual file from the "Beta 3" pre-release (converted to BSP v29) or newly created from E2M6+E2M10 map sources?
Sorry for continuing this offtopic, but on Quaddicted you posted on this subject:
> The ending of E2M5 finally makes a lot more sense since it ends in a cave which is logically continued here.
But I don't get it. E2M5 ends in some blue corridors and rooms... not in a cave.
It's not the same map any more one way or tge other since I applied entity fixes. But whether it's merged or original, nobody could tell the difference, anyway.
But yeah, we should stop with the off-topic chatter here.
In Order To Return To Topic
QS 0.93.2 is already two years old, QSS and vkQ are way ahead of it by now. Any chance it gets an updated build soon? Or does anybody have at least a compiled version of latest sourcecode?
There Has Been Some Quakespasm Activity Here:
#3746 posted by generic on 2021/08/30 15:17:41
#3747 posted by mh on 2021/08/30 17:11:41
A lot of these seem to be running in tandem with, or even coming from vkQuake which was exactly what I had hoped would happen. It may not be possible for ID to open source the Kex engine, but vkQuake is a great platform to give the new stuff to the community.
I guess vkQuake would also be more likely to receive realtime lighting/shadows as a feature than any of the sister ports, for this will be needed to get the full visual experience in DOTM. Tried it in FTE already and it looks great.
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