#559 posted by Baker on 2015/01/17 04:51:08
@ericw -- of course! I'm deep in the middle of possibly finally handling some frustrating math calculations that have been owning me all week at the moment, will upload first opportunity tomorrow.
@nightfright -- Don't want to promise a timeframe at the moment. At same time, I do want to get a revision out.
#560 posted by Baker on 2015/01/18 00:46:39
Thanks!
#561 posted by ericw on 2015/01/18 04:32:02
#562 posted by Baker on 2015/01/18 06:31:43
Also: There needs to be an SDK folder above the source code with this. Contains DirectX, Curl, a very heavily modified "FDFramework" (the Mac build was derived from Fruitz of Dojo), some headers and some things moved out of the engine folder.
(More complex than I prefer ...)
Crash On Quickload F9
#563 posted by Ian K on 2015/02/15 16:06:14
Getting Quake Error
R_Renderview: NULL worldmodel
When pressing F9 to quickload after previously saving with F6.
Fitzquake mark V 0.94
#564 posted by Spirit on 2015/02/15 20:11:19
try again without any mods
Fitz With .mp3 Files Etc
Any idea how to get this to work?
I just can't it working in FQ, but it seems to work fine in quakespasm.
Quickload Crash
#566 posted by Ian K on 2015/02/18 13:56:54
Can't work out why this is happening. Workaround: put the following in autoexec.cfg:
bind "F6" "echo Quicksave...; wait; save s0 "
bind "F9" "menu_load "
So the top save slot is the quicksave one.
Bizarre...
#567 posted by necros on 2015/02/19 02:16:17
can you try this:
in the console, type load quick.sav
the 'load' command can load any save by filename and quicksave just saves to a quick.sav file. There should be no difference between loading a normal save and loading a quicksave via quickload. A crash there would indicate something up with quickload code? Or the order in which things are done with quickload vs load??
Happens With V0.94 For Me Too
#568 posted by ericw on 2015/02/19 02:58:03
but it seems to be fixed in v0.99, maybe try that version?
http://www.celephais.net/board/view_thread.php?id=60831&start=507
necros: "load quick" in the console causes the same crash. For some reason loading via the menu works.
#569 posted by Spike on 2015/02/19 03:06:24
Maybe it disconnects first.
Quickload
#570 posted by Ian K on 2015/02/19 13:25:01
Thanks, 0.99 vs2008 version works. The winquake version wouldn't start. (Win7 Pro x64 i7-4770 integrated graphics)
Autoexec.cfg
If I have an autoexec.cfg then the sky is drawn over the world. Anyone else having this issue?
https://www.dropbox.com/s/kxkl7j9mrlj22rh/bug.jpg?dl=0
I thought it was a setting in the file but it seems that any entry will cause the problem.
Nb
I tried to get around this by having a file called 1.cfg (the only setting being r_shadows 1), I typed exec 1.cfg and I get the same sky drawing error.
Ignore Me
I just went back and re-read the thread and realised there's a bug with shadows in the latest build...
What a weird coincidence that this was the only setting I decided to keep. Losing my marbles.
#574 posted by Yhe1 on 2015/03/28 08:22:00
The Nehahra Fog doesn't work in Mark V. I remember Directq used to have a problem with this.
Nehahra Fog ...
#575 posted by Baker on 2015/03/28 11:21:44
Nehahra is an interesting thing, especially the fog. Here is what I did ...
1) DPNehahra is the official engine for Nehahra.
2) Because dpnehahra is the official engine, I view how dpnehahra displays a map as correct and only way it should be displayed.
Load up the map in question in dpnehahra:
A) If dpnehahra shows fog on the map, I have a bug.
B) If dpnehahra does NOT show fog, I am complying to the official presentation.
JoeQuake and derivatives present the maps in a different way than DPNehahra.
But JoeQuake didn't exist when Nehahra was released and I view any differences in map presentation between JoeQuake and DPNehahra to be JoeQuake presenting the maps wrong.
Case in point, there is a DP Nehahra expansion map with a skybox and non-standard fog keys.
1) If I load up the map in DPNehahra, I see the sky but no fog.
2) If I load up the map in JoeQuake, I see fog but no sky.
I had to pick which way to do it, I picked the DPNehahra way.
Who Needs A Fog Anyway?
#576 posted by spy on 2015/03/28 15:23:12
the fog is a lesser issue
#577 posted by Yhe1 on 2015/03/28 20:14:05
But DPnehehra has the fog in Neh2m5, but Mark V does not
#578 posted by Baker on 2015/03/29 00:08:02
Since you are playing Nehahra, if you happen to know where any of the smoke emitters are, let me know. I spent a lot of time trying to get the sprite 32 support perfect and such, but the maps are so large and I couldn't find a smoke emitter.
Fullbright Brushes (_glow Or _luma) And Translucency
#579 posted by adib on 2015/04/03 01:32:09
Does Mark V support external fullbright maps for brushes, like Darkplaces do? What do I have to do? I already have some xxx.tga and xxx_glow.tga in my ID1/textures directory. Mark V reads the texture, but the _glow thing doesn't seem to work. How do I fullbright a brush surface?
Also, is there support for alpha translucency? How do I do it?
#580 posted by metlslime on 2015/04/03 02:44:31
Fitzquake supports glow textures, so i would assume it also works in Mark V, but maybe there's something that changed.
#581 posted by Baker on 2015/04/03 03:27:13
#582 posted by Baker on 2015/04/03 03:40:02
Alpha translucency is not a texture feature in any Quake engine except DarkPlaces because it is a recipe for cheating (FTE ... ezQuake ... any NQ engine etc do not support them.). Somewhere earlier in this thread there is a discussion involving Spike, Sock and myself and others on that topic.
In fact, if you having trouble with textures I would recommend removing the alpha channels.
I think the alpha channels are ignored in FitzQuake (not a common topic, so from memory I can't recall.)
If you want things like glass in a map, you have to set the entity alpha of the brush (for instance alpha 0.5.
Both Mark V and Quakespasm support alpha masked (a pure mask like a fence where each pixel is either fully transparent or fully opaque -- there is no translucency) and the texture in the map must begin with a { and Quake color #255 is the mask color.)
#583 posted by Baker on 2015/04/03 03:52:52
The current Mark V beta, unlike Quakespasm, only supports alpha masked { fence-like textures on entities. Quakespasm supports them on the world model, but this shows void (areas outside the map) but Rubicon Rumble needed that because of a visibility issue that has since been resolved (i.e. masked textures really should not be on anything except entities).
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