That Might Be Possible On That Map Anyway
#426 posted by Lunaran on 2014/07/12 22:42:45
was it during gameplay or just at spawn?
Balls Deep Into The Map
It was the teleporting monsters after the GL teleporter.
Automatic Fish Fix Works By ...
#428 posted by Baker on 2014/07/13 00:33:34
Checking the monster count before and after swimmonster_go is run.
R_skyalpha
#429 posted by Rick on 2014/07/13 00:52:47
I never heard of r_skyalpha before. I thought it might be great for taking "outside the map" screenshots, but no such luck. I did finally figure out what it was for though.
Idle Speculation
#430 posted by Preach on 2014/07/13 00:57:15
Curious about how exactly this works.
The engine sets a flag if the total monsters increases when a monster_fish spawnfunction is run. It then watches think functions on the first two frames after spawns, watching for any entities of class monster_fish running swimmonster_start_go. If it finds one, and the flag is set, then the engine reverses a second increase of the monster totals (should one occur).
Will it cause problems if that's fixed in my id1 progs.dat?
Not At All
#432 posted by Baker on 2014/07/13 01:20:40
Just looks to see if when a single fish spawns if the count goes up by more than +1.
Both that and the auto-impulse 12 modification were really well crafted by jdhack in the implementation in Spirit's Requiem engine.
They can be turned off, type sv_ in the console and press TAB and the names are obvious.
No
#433 posted by Preach on 2014/07/13 01:31:31
Depending on how you fixed it either:
a) it won't set the flag when the entities are loaded because you deleted the line from swimmonster_start
or
b) there will be no changes during swimmonster_start_go for the engine to reverse, because you deleted the line from that function.
Either way you are safe. You'd need some very strange progs, one which had a legitimate reason to increase the monster count by 1 after some monster_fish spawns while still increasing the count in the spawn function as well. Well, actually here's a potential scenario...
Suppose that you add a spawnflag which allows monsters to teleport in when triggered. Also suppose that depending on the spawnflag the code in your swimmonster_spawn function branches:
* with the spawnflag you increase the monster count immediately but skip swimmonster_start_go (since the teleport code will handle that setup later)
* without the spawnflag you wait for swimmonster_start_go to set the monster count.
I believe that a map with some fish that do and others that don't teleport would then score a false positive under this scheme, and miss the non-teleport fish off the monster count erroneously.
Cool
Looking forward to the release.
#435 posted by Spirit on 2014/07/13 02:09:26
Spirit's Requiem engine
jdhack's Requiem engine! I was just a beta tester who decided to release it after he vanished. All I do is trying to promote it and get people.interested in fixing outstanding bugs.
#436 posted by Lunaran on 2014/07/13 04:18:42
Suppose that you add a spawnflag which allows monsters to teleport in when triggered.
yeahhh, that's why I asked. :)
So I take it if all my monstercount incrementing is done in monster_fish() I'm safe? I moved all the increments out of walk/swim/flymonster/go to facilitate monsters doubling as spawners.
Yes
#437 posted by Preach on 2014/07/13 04:28:23
That's safe. The engine only intervenes if you increase the monster count both during and after spawns, and only intervenes incorrectly if you only do so once per fish but are inconsistent about when you do so. The spawnflag idea was the closest to a sensible reason I could invent why it might vary from fish.
@baker
Non power of 2 is broken in quakespasm also.
Hammer of Thyrion for Hexen 2 has a cvar for this -
https://www.dropbox.com/s/9hwef9vd513qteq/npot0.jpg
(without NPOT)
https://www.dropbox.com/s/7iy61i3rlsynpc9/npot1.jpg
(with NPOT)
Baker
#439 posted by nitin on 2014/07/13 14:06:05
thanks for this, only engine that Map Jam 1 doesnt lag for me.
Looks like the quakespasm patch is supposed to fix the problem. But I can't find a download link for the .exe or a way to figure out how to patch the game. The CVAR is the same as the hammer of thyrion one though.
@nitin
#441 posted by Baker on 2014/07/13 16:42:04
Thanks for trying the engine! I'm glad it was of use to you.
@fifth
#442 posted by Baker on 2014/07/13 16:44:31
I'll throw that into Mark V and upload it in less than 2 hours.
Then you can look and see what you think. You seem to know what you are seeing as a problem.
Version:# 15
#443 posted by Baker on 2014/07/13 18:15:42
Demo playback improvements, documentation on how to turn AVI into demos via the command line, a couple of tool_texturepointer fixes.
A non-power of two patch snagged from Quakespasm's site to see if it addresses what FifthElephant points out about texture appearance.
http://quake-1.com/docs/utils/fitzquake_mark_v.zip
README
The supports "no power of two" texture sizes can be disabled via the command line using -no_npot
(*) Not that there is any reason on Earth to even want to disable non-power of two, but fifthelephant needs to be able to do to see if the sizing issue he sees is resolved.
Awesome...
that fixed it!
Sweet
#445 posted by ericw on 2014/07/13 19:03:16
Glad the NPOT patch was useful for MarkV, Baker.
Afaik There's no build available for QS with the NPOT fix yet. I want to set up a nightly build server for QS at some point so it's easier to get development builds.
@ericw
#446 posted by Baker on 2014/07/13 20:13:42
That was a timely patch, thanks! And now you know that it seems to work.
And now FifthElephant is happy.
I'm a simple man with simple needs.
Feature Request...
allow ctrl+v of server/ip addresses into the menu for joining multiplayer games
A Bug?..
#449 posted by path0gen on 2014/07/15 18:14:30
map sm169_ijed - sky and water textures won't load, although they work fine in quakespasm. that only affects the bsp2 version of the map, the regular bsp version (sm169_ijed2) performs fine in both mark v and quakespasm.
also, i hope the compatibility with ne_ruins and other potentially edict breaking maps (arwop with its icon of sin scenario?) will be improved...
great thanks to Baker for all the work however!
@fifth
#450 posted by Baker on 2014/07/16 12:07:08
"ctrl+v of server/ip addresses into the menu for joining multiplayer"
In console type "connect " and then paste IP address?
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