Oh Yeah !
#546 posted by Barnak on 2013/12/12 17:24:07
>Something else: Is it possible to play a recorded demo and fly around
>in it while watching like with noclip?
That would be awesome.
Surprise Recording
#547 posted by Mandel on 2013/12/12 19:00:11
Probably you'll just type "record ny_demo" while playing, and it'll start recording your demo. At least that's how it works in other engines.
Re: Surprise Recording
Yeah, this worked. Thanks. :)
#549 posted by mwh on 2013/12/13 01:03:40
Something else: Is it possible to play a recorded demo and fly around in it while watching like with noclip?
The demo files only contain position information for the entities that the engine thinks the player can seem so this doesn't really work as well as you would like. Which is a shame.
Dang It.
Is there another way to record footage (mostly singleplayer) from different perspective, or even better with moving cameras?
And a little side-question:
Could the same thing be possible in Quake 4?
This would be awesome too...
#551 posted by Spike on 2013/12/13 03:54:33
in the quakeworld community, mvd demos allow free-floating cameras, or freely switching perspective mid-demo.
It requires server support.
Kascam
#552 posted by ijed on 2013/12/13 10:22:20
Did something like this, adding a second client that followed the player around, recording from different positions (chase cam and fixed).
This was supported in AguirRe's engines, but also needed qc.
BSP2
#553 posted by ericw on 2013/12/23 18:12:32
I ported Spike's BSP2 patch for Fitzquake mark V to quakespasm. Tronyn's nyar2 and wicked seem to work. Only played a few minutes though.
It's on the patch tracker here:
http://sourceforge.net/p/quakespasm/patches/11/
Awesome!
Now that's an advent calendar entry.
Great!
I'll let oz know, hopefully he's fine with integrating this into the mainline.
Wow
#556 posted by sock on 2013/12/23 18:42:28
That is awesome news! :D
What The Heck Is A .diff File?
I can execute that!
#558 posted by Joel B on 2013/12/23 20:20:53
Having bsp2 support in QuakeSpasm (and in official top-of-tree Fitzquake MV for that matter) would be a true Christmas Miracle.
5th
#559 posted by mfx on 2013/12/23 20:27:06
diff points out difference in the written code.
New vs old version. By now, you have to compile it for yourself:(
Binaries anyone?
#560 posted by Spirit on 2013/12/23 20:54:55
awesome! sound resampling upgrade patch next please ;)
onetruepurple: oh fucking what
onetruepurple: Host_Error: Mod_LoadLeafs: 34523 leafs exceeds limit of 32767.
ijed: yeah
ijed: thats the crash, if I remember rightly
ijed: it's not enough to just add the format
ijed: all limits need to be raised
ijed: didn't mention it on func
ijed: because wasnt sure
So What
the patch doesn't work?
Not For My Level
#563 posted by ijed on 2013/12/24 12:34:10
Although the fix should be relatively simple.
All this engine strife should go away soon, there are a number of engines in the works now.
And Then The Engine Wars Can Truly Begin...
#564 posted by - on 2013/12/24 18:55:40
Updated The Patch
#565 posted by ericw on 2013/12/24 21:20:22
ijed, your level works now :-)
I had to raise MAX_MAP_LEAFS (now 65535), and change the surface indices from unsigned shorts to unsigned ints in mnode_t.
https://sourceforge.net/p/quakespasm/patches/11/
#566 posted by gb on 2013/12/24 23:50:58
nice.
BSP2 Support Is In
#567 posted by szo on 2013/12/25 10:12:41
The patch is applied in teh svn repo as of rev.881.
Cheers for this. Half-way through Something Wicked and it's going fine.
If no-one else puts up a windows binary, i will when i sort out my build environ.
Dont think you beat me Oz... I was just doing some 'testing'.
#570 posted by Spirit on 2013/12/25 10:44:37
Now merge ericw's sound resampling!
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