Well...
#14 posted by metlslime on 2003/09/27 22:14:02
glquake and previous fitzquake versions have the max surf extents set to 512, while winquake and fitzquake .75 set it at 256.
I don't fully understand the 256 limit either, but i figured that since compilers default to 240, and winquake can't take above 256, that i'd be safer with 256. Nobody would intentionally break winquake support by using a higher subdivide value, i thought.
So maybe i should revert or remove the surface extents check, in order to support broken maps like q1tm2_pushplay.
Rehashed
#15 posted by pushplay on 2003/09/27 22:16:20
The easy solution would be for me to recompile my q1tm2. Too bad I'm not going to do that.
Cheers Metl
#16 posted by nitin on 2003/09/28 03:36:01
what about the edict limit?
Nitin:
#17 posted by metlslime on 2003/09/28 04:07:12
the current version does not have a bumped edict limit.
I hadn't actually planned on doing this in the future, but i'm not really opposed to it either.
Well
#18 posted by nitin on 2003/09/28 04:16:27
it just makes some maps able to run like nesp09 that's all.
Subdivide
#19 posted by aguirRe on 2003/09/28 06:01:03
Why not restore the previous capacity so the map can load in FitzQuake, but issue a warning so the mapper is informed of exceeding this capacity?
AguiRe:
#20 posted by metlslime on 2003/09/28 06:40:36
well, i think i'll actually investigate whether there's a problem loading or running a map with polygons of ANY large size. Maybe the test doesn't make sense in a GLQuake-based engine.
...
#21 posted by starbuck on 2003/09/28 12:45:08
i have to say, the overbright lighting adds a hell of a lot to the visuals, and gives the engine a real authentic software quake feel. What an excellent release!
I do find the lack of model interpolation a strong enough negative factor to stop me using Fitzquake as my default engine, however; add me to the list of people politely requesting the option in a future version :)
The only 'bug' i encountered was the shells box had a white line at its lower rim (as it touches the floor), quite noticable in some places. But all in all, gg!
Shells Box, White Line
#22 posted by Abyss on 2003/09/28 16:14:08
Yes I noticed that as well.
Shells Box, White Line
#23 posted by metlslime on 2003/09/28 18:55:19
The only 'bug' i encountered was the shells box had a white line at its lower rim (as it touches the floor), quite noticable in some places. But all in all, gg!
That is actually a bug in the texture on the model, and is visible in all gl engines. If you set gl_texturemode to one of the gl_nearest_* modes, it goes away. Actually, it ALMOST goes away, becuase you can still see individual white pixels now and then.
Anyway, maybe i should edit the texture and put the fixed model up for download. I've been meaning to do that; just never got around to it.
I Never Noticed That Before.......................
#24 posted by Abyss on 2003/09/28 19:55:44
It doesn't appear on the shell box (20), but does on the shell box (40). I checked it out in the engine I use, nglquake, and it took me a while to find one, I thought you must have been smokin' some wild gear there for a while ;) Then I found one, and found that it only happens with the 40 box. Don't know why I never noticed it before, unless it is more pronounced in fitzquake for some reason ?
#25 posted by Vodka on 2003/09/28 20:45:58
freezes computer on any map load
I Checked Tomazquake
#26 posted by starbuck on 2003/09/29 04:41:07
and i couldnt find any (is it a gl engine?), ive got screenshots of the same shells box in both engines too
Starbuck:
#27 posted by metlslime on 2003/09/29 05:11:17
I just checked and it is present in GLQuake, and Darkplaces, but not tomazquake. Tomazquake is a gl engine, so i'm going to check the source to see what cheap hack he employed to eliminate that problem.
Question About Software Lighting
#28 posted by nitin on 2003/09/29 05:25:46
do you mapper people light maps with software or gl in mind? Just interested to know.
Followup:
#29 posted by metlslime on 2003/09/29 06:22:09
i looked in the TQ source, and he does indeed have a special hack where he replaces that row of white pixels with a row of more sensible green pixels. I wonder if this would be better or worse than a "fixed assets pack," from a user standpoint.
Speedy:
#30 posted by metlslime on 2003/09/29 06:24:40
that sucks. Can you tell me which OS, video card, etc? Not that i have a clue how to fix it when windows locks up, becuase i don't know (even in theoretical terms) what causes it.
Nitin
#31 posted by R.P.G. on 2003/09/29 12:01:20
I light maps primarily for GL, but I also try to make sure software is good or at least playable.
Nitin,
#32 posted by necros on 2003/09/29 17:47:15
I light only for GL. i can't be arsed to light for software. i hate lighting enough as it is.
TBH
#33 posted by R.P.G. on 2003/09/29 18:08:54
The way I lit could.bsp was to light the first 1/3 of the map and check it in both GL and software. After that, I just copied the light ents from that section into the rest of the map and then only tested the lighting in GL. In fact, I even forgot to test the final map in software until metlslime mentioned the square spotlights (which I couldn't be bothered to fix).
Pro Tip:
#34 posted by metlslime on 2003/09/29 18:36:18
if you bind a key to "toggle gl_overbright" in fitzquake, you can run around the map seeing both winquake and glquake lighting at the touch of a button!
Hrm
i light for gl, software can suck it
...
#36 posted by starbuck on 2003/09/30 06:55:38
if you light for software, its more likely to look washed out in GL, but if you light for GL it usually has nice contrast in software i find. Binding a key to "toggle gl_overbright" in Fitzquake as metl suggested would be a good way of testing it out though...
Lighting For Gl = Blah
#37 posted by cyBeAr on 2003/09/30 11:40:34
why light for the bad lighting model nyyyyyyargh
Starbuck
#38 posted by Vodka on 2003/10/01 00:40:17
"if you light for software, its more likely to look washed out in GL, but if you light for GL it usually has nice contrast in software.."
true
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