That is indeed interesting! Good to know, thanks.
AD .FGD 1.7 + Ericw-Tools V0.16 Progress
So far I have these things completed with the latest of everything:
Worldspawn
Light Options: Entities and Bmodels
QBSP Options: Func_(variants)
AD Updates through "FUNCTIONS"
Some parts are ofc tedious, but the cool thing is, I can now "break" things apart. Example: Looking at the properties of a Candle no longer show the properties ONLY relevant to a Light(point entity).
Other little touches like that are used throughout.
So now it's just the actual AD 1.7 updates and then get SOCK to verify/confirm and we're good to go :)
Bug Or Unwanted Behaviour?
#603 posted by mh on 2018/01/10 16:30:05
AD sets EF_TRACER on certain of it's gibs to simulate a green blood trail.
I think it's quite evil to overload an EF_ like that. I'd prefer to see it define a new EF_ instead, so that engines which wish to modify existing effects needn't be concerned about unwanted or unexpected behaviours arising from unintended usage.
I'm just thinking that overloading existing stuff in such a manner is the path to Nehahra.
#604 posted by drowning_witch on 2018/01/15 18:37:07
is there a nightmare pillar in the 1.5 hub at all? I see it carries over from the previous hub, so i'm confused.
I'd Tell You But...
shssss.... it's a secret!
You Have To Walk In To An Area, And Look Where No One Looks
#606 posted by Qmaster on 2018/01/15 22:09:52
#607 posted by drowning_witch on 2018/01/26 23:18:02
I found it by accident as I was falling from above lol.
#608 posted by mankrip on 2018/01/28 00:44:14
Is QSS fully compatible with AD? Regular QS (the one linked in this thread) crashes my whole computer after a few minutes.
Is there any way to make fence textures, sprites, particles and GUI graphics (minus conchars) be rendered using 8-bit alpha instead of 1-bit alpha, so their edges are properly smoothed when using texture filtering?
@mankrip: Nope
#609 posted by Baker on 2018/01/28 02:32:06
Fence textures use quake palette color 255 as the transparent color when prefix "{" is supplied in the texture name (just like Half-Life).
Sprites and gui graphics are also the 255 color Quake palette (.lmp files, .gfx, etc.) -- just like any standard assets in the entirety of standard Quake.
Crashing System
#610 posted by ericw on 2018/01/28 03:01:58
Argh, that is bad. So QSS doesn't crash your system, and regular QS 0.93.0 does?
I think the most likely way to crash the OS is an OpenGL driver bug or QS doing something invalid with OpenGL. Try launching with -noglsl which will restrict it to OpenGL 1.x features, it might work around the problem. What are your GPU / GPU driver version / OS version?
#611 posted by mankrip on 2018/01/28 03:59:06
I don't know yet if QSS also crashes, but I want to try it.
I'm using Windows 7 on a Dell N5110 laptop, which has an Intel HD Graphics 3000 chipset.
Maybe the cause is the FSAA which I've enabled recently... the performance was good though.
#608
#612 posted by Spike on 2018/01/28 04:06:30
any qss/qs stability difference is more likely to be down to 64bit vs 32bit, or SDL1 vs SDL2.
the only real engine change is that QSS doesn't do the whole glmesh thing, but instead simply always uses vertex arrays instead of glBegin for mdls. This makes md3s easier to support, and fixes potential crashes on large mdls, but also means that bugs are more likely to crash the drivers rather than less...
QSS is meant to be a super-set of QS. pr_checkextension 0 will disable the extensions that AD (safely) checks for, which is the main difference between the two engines.
FTE should also be able to run it, but AD dev tends to focus on QS instead so it should work but its not well tested (eg: you should probably avoid rtlights).
regarding fence textures - alpha blending has issues when it comes to the depth buffer. Technically speaking, a pixel that contains colour info from two+ blended fragments should have two+ separate depth values - but it can't. This results in halos and weirdness and screwed up depth.
This is why we use alpha testing (even with high-res replacement textures) - it might not look the best but its simply more robust.
There are a few order independent transparency techniques, but they're generally slow and overcomplicated. If you've a software renderer that's generating spans then you could make that support overlapping/nested spans or something fancy, but you'd need to use the same logic for everything including mdls and particles.
#613 posted by mankrip on 2018/01/28 05:25:38
Disabling FSAA on regular QuakeSpasm seems to have fixed it.
Good To Hear!
#614 posted by ericw on 2018/01/28 06:28:00
AD 1.7 Patch 1
#615 posted by negke on 2018/02/03 10:52:08
* Fixed logic problem with trigger_count and message/message strings
* Fixed trigger_count message problem in ad_ac and ad_sepulcher maps
* Fixed eddict crash in ad_sepulcher by reducing particle setups
* Fixed spelling mistake in ad_chapters for ad_ac portal entrance
* Added missing features (triggers/bbox/explosions) to func_pushable
* Added func_pressureswitch bmodel entity for extra puzzle logic
* Added func_insidevolume to detect player, monster, item & pushables
* Added trigger_doorstate to force func_door entities to open/close state
* Removed invulnerability frames from zombie/zombiek when using shadow axe
* Changed the behaviour of zombie/zombiek to be easier for knockdowns
* Added death message for Gargoyle minions (spawned from minotaurs)
* Moved all player death messages to relevant monster QC files instead
* Fixed brkmondmg entity key on func_breakables to work with projectiles
* Fixed misc_demon not resetting gib model names when switching gib models
* Removed info_stuffcmd as it was open to abuse from malicious mappers
* Added trigger_cdtrack to allow for custom music changes after map load
* Added trigger_skybox to allow for different skybox setups after map load
* Added client check for changed music/skybox to load/quickload functions
* Fixed respawn_time on all items to not instantly spawn, minimum is 1s
* Fixed frozen bug crash for gargoyle/gaunt when waking up from perch/statue
* Fixed monster_firetopboss to cope with skill 3 shambler group attacks!
* Fixed sighttarget to check for health/damage before creating a sight entity
* Added trigger entity state reset to func_button (will override wait value)
* Added Impulse 170 to toggle monster body fade/removal when playing a map
* Fixed player weapon animation issue with idle/fire states being wrong
* Updated DEF file for GTK/Radiant editors with new patch features
* Added FGD file for Jack/Trenchbroom editors by Dan "twitchy" Ellis
* Added V/G models for players weapons from Stas "dwere" Kuznetsov
http://www.simonoc.com/files/ad/ad_v1_70patch1.zip
Sweet!
#616 posted by Qmaster on 2018/02/06 02:20:45
Has anyone done anything with presdure plates yet? I see a good coop opportunity there...and pushables.
#617 posted by anonymous user on 2018/02/09 01:07:52
Playing through the original first episode of quake after these maps is dissapointing. Even the few of the more fleshed out test maps in Arcane dimensions stand above the episode 1 levels in quake.
I'd love to see the OG shareware episode given the full AD treatment in a jam or something. One can dream!
Nice Changes
Zombie change is really nice, being able to gib them without waiting out the i-frames is much better. Not sure when it was changed but standard grunt enemies seem to now take two shotgun hits like in vanilla rather than the one they did before, much better since they were a bit squishy IMO.
@Kim
#620 posted by PRITCHARD on 2018/02/10 12:11:02
I think the original game was 2 SG hits before too? I assume that the SG was just slightly nerfed back to original damage.
@619/620
#621 posted by Spud on 2018/02/10 12:27:31
The AD shotguns previously did a bit more damage as a tradeoff for being projectile weapons instead of the vanilla hitscan, this was rolled back in v1.70 according to the changelog:
* Removed extra damage (+4 per shot) from projectile shotguns (SG/SSG/WM)
#622 posted by PRITCHARD on 2018/02/10 13:08:14
I can't believe I forgot that - especially as someone who used to complain about the discrepancy a lot. I imagine it was nearly impossible to balance ammo for people who used the impulse command to switch modes.
Bug Report
#623 posted by DabbingSquidward on 2018/02/12 00:10:31
This is probably not the place to report bugs, but I thought I give it a shot. I'm fairly new here, e.g. lurking until now, I normally hang out in the ZDoom forums, please forgive my ignorance.
Anyway, rockets (not grenades) fired at zombies have a blast radius of zero/don't inflict splash damage. If you stand directly in front of a zombie and fire the RL point blank, you won't be harmed, same goes for anything else standing close to it. The only workaround for now is to kill zombies with the GL.
#624 posted by PRITCHARD on 2018/02/12 02:38:11
Just checked for myself and I can confirm it's true. Weird!
"Playing through the original first episode of quake after these maps is dissapointing. Even the few of the more fleshed out test maps in Arcane dimensions stand above the episode 1 levels in quake."
Well, that stands to reason with 20+ years of tools development behind us. :) They were building the levels with first generation, still being written, tools...
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