#376 posted by
mankrip on 2015/12/01 00:11:08
Nitpicking is good. The problem is that there's no way to properly nitpick this project yet, and I didn't realize that before.
FTE Questions?>
#379 posted by
Shambler on 2015/12/22 21:24:16
A Few FTE-related Questions [EDIT]
Posted by babgo [189.62.72.238] on 2015/12/22 14:46:01
I'm trying out FTE and i ended up with a few questions about the engine.
1) Does it still have a software renderer? How can i enable it?
2) What's the difference between full and minimal OpenGL clients?
3) I've seen some browser versions mentioned. Is that emscripten? Does MP work, or only SP?
4) All rendering in FTE is done through shaders? No fixed pipeline crap?
5) I've seen this engine/common/com_phys_bullet.cpp which seems to be an integration with the Bullet library. How can i enable and explore this feature? Is it available from QuakeC?
6) I've also seen engine/gl/gl_heightmap.c. How can i create a map with terrain?
FTE seems to be an undocumented gem. There's so many features hidden in the code! I'll keep researching and reading more about it.
FTE Stuff
#380 posted by Spike on 2015/12/23 01:53:32
1) there no software renderer any more. the 'vanilla' preset gives a faithful enough reproduction via the gl renderer.
2) minimal builds lack a load of optional extras, like the server parts, q3bsp, etc. basically the stuff that you don't need if you just want to play quake on the vast majority of public servers.
3) fte's browser port is compiled with emscripten, yes. there's no real access to udp from web browsers, although it can connect to servers via websockets.
however, this requires 1: a server with sv_port_tcp set. 2: adhere to all the cross-domain blocks that browsers insist on implementing. this means that the only real way to use it would be if someone wrote a proxy. which would suck even more for latency.
so yeah, practically speaking its singleplayer only (you could bind some keys for splitscreen play, but there's no way to deal with multiple mice).
4) webgl support demonstrates that fte can do all its rendering without any fixed pipeline crap.
it can still fall back on fixed pipeline stuff for old devices, but this tends to disable a load of stuff like shadowmaps.
FTE's usage of the word 'shader' refers to q3(+extensions) shaders. All the built-in shaders pull in some glsl as required, and it make some stuff up as it goes along if the shaders neglect to specify any glsl, if fixed pipeline stuff isn't usable.
5) bullet is some experimental feature and is mutually exclusive with ode support (fte's ode integration is more feature-complete). both require extra dlls - ode is partly built into the exe and just needs a libode1.dll (check the 3rdparty zip iirc), while bullet requires some fteplug_bulletx86.dll which is not publically available in a pre-built form due to it being significantly feature-incomplete compared to ode.
this stuff is available to qc, but is a bit too unreliable (with both ode or bullet) for actual use. stuff tends to fall through walls if you're not really careful with it.
6) there's two ways. the original way is to use 'mod_terrain_create foo; map foo' and then paint stuff with the csaddon.dat thingie (some csqc-based editor util thing - you should be able to find a copy on triptohell.info/moodles).
the other way is to just copy the various terrain-specific worldspawn fields from that foo.hmp file and place those into a bsp 'shell' map, and then use csaddon to paint it again.
be warned that both terrain and csaddon need a bit more polish.
obviously, other engines have no chance of displaying any of this stuff properly.
7) play with the apropos command whenever you can't remember the name of a cvar/console command (or want to see if one exists with some word in its name or description).
some cvars+commands will display a description of what they do when you try tab-completing them at the console.
check fteextensions.qc for similar things in regard to qc extensions. the descriptions may be a little terse but they should usually be enough to guide anyone that is vaugely familiar with the functionality.
8) this forum generally favours big huge topics with lots of cross-talk over lots of individual threads, hence why your topic got moderated the way it did.
@spirit.
oops. :s
#381 posted by poodr on 2015/12/23 17:12:10
It's sad that the software-renderer is gone. What's the latest SVN commit with it? I wonder if i can fork it and remove all the GL stuff.
#382 posted by Baker on 2015/12/23 17:56:55
So Right Now
#383 posted by
Kinn on 2015/12/25 20:43:20
What is the best software rendering engine in terms of the ability to play modern maps and faithfulness to the proper DosQuake/WinQuake look?
#385 posted by Baker on 2015/12/25 21:31:13
In my humble opinion, the WinQuake is in this download is a million light years beyond any other software renderer in polish and faithfulness.
Download:
Mark V WinQuake
Can play anything Quakespasm can play including BSP2 maps. Can also play Nehahra, etc.
Set r_wateralpha to 1 if you choose, it defaults to 0.5.
Yeah
I also swear by mark v winquake. Also mark v
#388 posted by
Joel B on 2015/12/26 00:04:27
otp: Baker buries goodies deep in the Fitzquake Mark V thread...
#390 posted by
mankrip on 2015/12/26 04:43:19
Mark V is great indeed.
Super8 is also good and has lots of interesting features, but it looks significantly different from vanilla Quake.
The latest release of Engoo is also very good, but I haven't tested it enough and the previous versions had some instabilities.
#394 posted by
Kinn on 2015/12/27 23:51:06
uuuuunnnngggghhhh...god I love how the textures look in the software renderer....
#395 posted by Baker on 2015/12/27 23:53:36
Load up Zendar or that Koohoo knock off Sock made to see a couple of maps that really accentuate software rendering. ;-)
In Fact ...
#396 posted by Baker on 2015/12/28 00:05:45
You can type:
install zendar1d
game zendar1d
Single Player->New Game
#397 posted by
JneeraZ on 2015/12/28 00:47:05
"Can play anything Quakespasm can play including BSP2 maps. Can also play Nehahra, etc. "
Crashes on Arcane Dimensions tho. If I load the start map, I start riding the lift and kaboom ...
#398 posted by
Kinn on 2015/12/28 01:00:05
Crashes on Arcane Dimensions tho
so does the current release build of quakespasm.
#399 posted by Baker on 2015/12/28 01:01:18
Every new SP release these days seems to require new engine limits.
No doubt I'll eventually be checking that out.
I did make the statement before Arcane Dimensions was released. ;-)
Baker
#400 posted by
Kinn on 2015/12/28 01:14:03
Load up Zendar or that Koohoo knock off Sock made to see a couple of maps that really accentuate software rendering. ;-)
Will do...
There is something sublime about what the software renderer does to the colours. It's all so much grittier and creepier.