Ijed
#611 posted by ericw on 2014/01/07 20:54:16
Sorry, I don't have an exe with the patch applied. The QS guys haven't had a chance to review the sound loop one yet.
Np
#612 posted by ijed on 2014/01/07 21:10:06
I have an engine to test on, although it's not 100% feature complete.
Oh,
#613 posted by ericw on 2014/01/07 21:46:05
but szo made windows and osx builds on dec 25 with my bsp2 patch (runs telefragged.bsp). They're here:
http://quakespasm.sourceforge.net/devel/
Cool, Thanks To You Both
#614 posted by ijed on 2014/01/08 01:50:16
Cool, Thanks To You Both
#615 posted by ijed on 2014/01/08 01:50:16
It Does :)
#617 posted by ijed on 2014/01/08 13:50:27
Although
#618 posted by ijed on 2014/01/08 14:05:37
My mouse gets stuck if I alt-tab out of the engine to do a level hotfix.
Hit Escape
to open the menu. That should free the mouse.
Will Give That A Try
#620 posted by ijed on 2014/01/08 14:14:00
I enabled wheel mouse to scroll the console, so please document any nasty issues.
Mouse
#622 posted by ijed on 2014/01/08 22:24:26
Is still locked in top left corner if I alt-tab out, from the menu, console or otherwise.
This Is On Windows, Right?
Yeah
#624 posted by ijed on 2014/01/08 22:48:10
Despite
#625 posted by ijed on 2014/01/09 14:04:40
Having to close the engine to do map fixes, I'm pretty happy with the engine. All features are in and working, everything looks crisp, and it's multi-platform.
Cool.
Engine.
#626 posted by ijed on 2014/01/09 14:05:00
Just thought I'd say that again.
Would You Guys
#627 posted by ijed on 2014/01/10 12:54:59
Be interested in implementing support for 'proper' rotatings code?
Essentially it's true collision on rotating objects, without dicking about with multiple entities all over the place.
We had it implemeted in RMQ and it works like a charm. Obviously a way to mark the pivot (info_notnull) is still needed, but the rest is just making the brushes and configuring them.
Basically takes the pain out of making rotating objects.
Haven't got time just now but I can dig out the specs if anyone is interested.
^
Also, consider the dynamic light bottleneck fix!
+1
#629 posted by Drew on 2014/01/10 18:46:25
proper rotating objects
#630 posted by JneeraZ on 2014/01/10 19:55:26
Is anyone seriously going to say no? :)
It
#631 posted by gb on 2014/01/10 20:26:53
requires a custom progs.dat, naturally, like hiprotate does.
#632 posted by metlslime on 2014/01/10 20:51:47
I would point out, i don't think the word "proper" should be used here -- doesn't it just rotate the hulls? (Sure it makes the mapper's life easier but) collision hulls are not equal on all axes -- the player is taller than he is fat, so collision hulls have more height added than they do width. Probably the results are fine as long as you only rotate on the Z axis. But if you tip an object onto its side (like a drawbridge) it will look funny when you try to walk over it.
Metlslime
#633 posted by mfx on 2014/01/10 21:46:27
Been playing around with the Rubicon2 entities and all that rotating stuff. Why is the texture alignment on, say a hatch that only opens 90 degrees, totally screwed?
and setting up those func_movewalls for collision is elaborate(to be honest a pain in the ass..)
Sorry for the wrong thread, just had to let it out:)
Mfx:
#634 posted by metlslime on 2014/01/10 22:20:36
the texture alignment on rotators is a compiler bug, i hope someone fixes that someday.
and yes, func_movewalls are annoying to set up. Though they don't really take that much time, it bothers me more how limited they are in functionality.
Mfx:
#635 posted by metlslime on 2014/01/10 22:21:39
oh, if you are asking about why the texture alignments are messed up in the .map files for rubicon2, that is to correct for the compiler bug. I had to make them look wrong in the editor so they would look right in the game.
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