It's All In The Readme.
#940 posted by metlslime on 2004/04/27 22:46:57
You DO read the readme, don't you???
No, Not For Engines, Actually. :)
#941 posted by necros on 2004/04/27 22:59:55
it's usually just boring bug reports and such... :P
Well, I Did After That
#942 posted by HeadThump on 2004/04/27 23:07:11
Thumpy bows his head sheepishly.
It is so much easier to ask you in the forums, Metlslime than it is to open up a .txt file.
BTW, is the coordinate system extended in Fitz? Okay, okay I'll look it up . . . .
Fitzy Skyboxing
#943 posted by Kell on 2004/04/28 08:44:41
I DO read the readme...FQ deserves the attention.
metl: I noticed in using one of my custom skyboxes ( darkmatter, incidentally ) in my SP map, set in the worldspawn, that texture errors are produced.
Some of the skybox panels ( I haven't looked closely enough to see which images ) appear on doors and buttons. Haven't see it on any other funcs, but it happens on several different bmodels through the map.
I don't know how aware you are of this error. The skybox has been removed from worldspawn now, but I can reapply, run and detail the error more specifically if you would like.
More On Skyboxes
#944 posted by glassman on 2004/04/28 15:07:17
I've also noticed that Dark Places & FitzQ align the skyboxes differently. I think DP is 90 deg left compared to FitzQ. I'm not sure if there is a standard on this and whether either are "wrong" but it would be nice if there were.
Hmm.. (skies)
#945 posted by metlslime on 2004/04/29 07:22:38
I tested my engine to be consistent with Quake 2's sky mapping, since a lot of skies are made for it. I think i also tried a quake3 sky, but i can't remember. Anyway, i think mine is right, but i could be mistaken :)
Kell: which version? Sounds like a texture manager problem. If you have 0.75, and you can reproduce the problem, it might be worth it for me to investigate. But, i'm in extreme pre-E3 crunch mode right now, so it won't happen immediately :P
#946 posted by - on 2004/04/29 09:36:49
fitzquake at e3!? will it have japanese booth babes?
And After E3 We Can Look Forward To A New FitzQuake?
#947 posted by HeadThump on 2004/04/29 09:50:38
I like the sounds of that.
#948 posted by - on 2004/04/29 13:05:11
But Fitzquake2 will run at half the speed, add custom weapon switching times (slider between 5 and 20 seconds), and will add switchable colored lighting.
I ain't looking forward to it.
Switchable Coloured Lighting?
#949 posted by necros on 2004/04/29 13:13:53
O_o you mean switchable in game? that would be kind of cool...
Well, I Trutst Fitzgibbons Judgement On That Score
#950 posted by HeadThump on 2004/04/29 14:02:55
though the thought of custom weapons switching speeds turns my stomach. Same with fog effect controls. The mapper should have complete control over those factors. If the end user wants to customize let them learn it the hard way the way we did.
Fitzsky
#951 posted by Kell on 2004/04/29 15:37:28
metl: yes, 0.75. I can demo and screenshot for you at some stage. I didn't expect a quick fix. It's not a major headache anyway, I just thought you'd want to know.
E3-crunch, eh? I envy you and pity you at the same time :P
Switchable Coloured Lighting
#952 posted by HeadThump on 2004/04/29 17:00:32
Necros,
Only if it is a mapper controled function then there are some cool ideas you can come up with for its use. I'm usually the most stridently anti-elitist person that I know but mappers work too hard to make their work look good for the end user to just flip a button and make it look like shit.
HeadThump
#953 posted by necros on 2004/04/29 17:08:31
you've got it the wrong way! :P
it's when people make crappy coloured lit maps, then you switch it off, and it goes from shit to decent. ;)
Switchable Colored Lighting...
#954 posted by metlslime on 2004/04/29 18:16:22
Already on my to-do list :)
And no, it won't be mapper controlled.
Necros
#955 posted by HeadThump on 2004/04/29 19:40:47
Ohhhh, I was looking at it the wrong way!
Metlslime -- will it be a cvar then? In that case there are still work arounds . . .
#956 posted by - on 2004/04/29 20:20:54
I was thinking more along the lines of strobing randomly selected colors
You Mean Like This?
#957 posted by metlslime on 2004/04/29 21:46:03
I'm Having Contrary Responses To Those Pics
#958 posted by HeadThump on 2004/04/30 00:05:56
at the same time.
My first one -- Oh my eyes! Run from this heresy.
The second -- hmm, now, how do I incorporate a Disco in a Quake level?
Surely the first response stems from the reptillian, primitive side and the second the more evolved higher end.
That Bottom One
#959 posted by Blitz on 2004/04/30 00:48:56
Looks like an old Sierra parser game in 3D.
If I Had To Guess
#960 posted by HeadThump on 2004/04/30 02:40:02
That pixelated daydream is either from Coagula or it is an orgy scene from Coligula with the jizm splatter being interperted in multicoloured particle effects.
Metl...
#961 posted by Shambler on 2004/04/30 05:29:59
...looks like a typical custom engine there :P.
P.S.
#962 posted by metlslime on 2004/04/30 05:35:01
Those are all screenshots i took during fitzquake development, when things went so catastrophically wrong that i thought it'd be nice to keep a memento.
Metlslime
#963 posted by JPL on 2004/04/30 05:36:19
WooOOoowww... your screenshots looks like as if I took some drugs... cool... 8))
Does your quake engine works using heroin ??? ;-)
#964 posted by Kell on 2004/04/30 07:43:52
when things went so catastrophically wrong that i thought it'd be nice to keep a memento.
Sweet.
Coming Soon: ksp2 - The Disco That Time Forgot...
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