Sock Tries Mark V WinQuake
#950 posted by Baker on 2016/01/04 19:16:16
Sock tries Mark V WinQuake. Mind blown!
"OMG! WinQuake how could I forget you! MarkV Winquake from Baker, #quake pixel heaven!"
Twitter
Sock, if you read this, I used Zendar and Metal Monstrocity as the primary testing targets for the WinQuake version of Mark V.
#951 posted by Kinn on 2016/01/05 00:29:04
Sock has taste. But I knew that already.
@Sleepwalker/Mac Version Re:Twitter Link
#952 posted by Baker on 2016/01/05 00:53:54
Sleepwalker: I just wish it ran on Mac...
There is Mac version of Mark V WinQuake.
Mark V GL | WinQuake Mac
And both of them play Nehahra --- on the Mac.
(I've just never had the time to wrap up Mark V to get to where I want it to be a for 1.00 release. NightFright pointed out an obscure bug in Shrak for Quake and I have some other Q and A I wanted to do ... who knows when I'll have the time though ...)
#953 posted by Joel B on 2016/01/05 19:45:56
dooooo iiiiiiit
LunixLunixLunixLunixLunixLunix!
#954 posted by Spirit on 2016/01/05 22:00:53
#955 posted by adib on 2016/01/05 22:29:42
Lunix would be a Lunaran distro?
#956 posted by Baker on 2016/01/05 23:33:14
There is a Linux build on my hard drive but just of the GL build.
I wanted to convert over the software renderer version too, wasn't sure of a right approach to do it fast, and somewhere around that time, I didn't have the time to work on it any longer.
I Can't Seem To Get Mark V Winquake To Work.
#957 posted by Breezeep_ on 2016/01/31 04:38:49
It just crashes on startup. Is there something I'm missing?
#958 posted by ericw on 2016/01/31 06:01:31
check vid_width / vid_height in your config.cfg, maybe they're set too high for winquake? try a clean config maybe
Quick Question
#959 posted by Kinn on 2016/01/31 12:44:51
Are fence textures on .mdl possible?
I suspect you probably could make palette entry 255 a mask.
I assume this would come with its own problems, you can see through the other side of the model completely (as it wouldnt have a back-face) and would limit what you can do with it. Some models might use this colour as its a skin-toned colour. My guess is that the flame textures use it. So you'd probably have to redo some of the textures for certain models.
Maybe the engine would be able to recognise models that should be masked, perhaps using some kind of naming convention on the model? Is it possible that external textures could be compatible with models? You could create a number effects this way.
Ericw
#961 posted by Breezeep_ on 2016/01/31 15:08:16
No luck, still crashes on startup, I've got quakespasm already installed, do I need to download Mark V from the link on the OP?
#960
#962 posted by Kinn on 2016/01/31 15:11:48
I'm thinking vegetation.
Imagine a modelled tree with branches, and a bunch of quads plastered on it with "fence" leafy bits and whatnot.
Also cross-quad grass billboards. That sort of bojangles.
#963 posted by necros on 2016/01/31 15:13:43
sounds like what you're actually looking for is lit sprites.
can we have lit sprites? only problem with that one is that most sprites are supposed to be fullbright, but sprites used for foliage and such need to be identified in some way to let the engine know to apply lighting levels to them.
Necros
#964 posted by Kinn on 2016/01/31 15:17:46
sounds like what you're actually looking for is lit sprites.
no, not really.
I'd rather have one entity to represent a big bush (hehehe) made of many quads all in one .mdl, than add 50 separate sprite entities - one for each quad.
#965 posted by necros on 2016/01/31 19:04:30
oh ok, when you said billboard, i figured you were just going to create a bunch of 2 tri models with a transparent texture on it. :P
but yeah, now that max edicts is 32k... doing leaves with sprites is doable.
whether or not it should be done is another question, but it might be work trying?
you could use qc to generate the leaves on certain parts of the model; would make it so trees look slightly different?
#966 posted by Kinn on 2016/01/31 19:18:14
It's an interesting idea but even if it is technically possible given a high enough max_edicts, the sheer principle of using one edict per vegetation quad makes my eye twitch. It just seems like we should be looking at more sensible/efficient ways of doing it.
Doing it with unlit sprites would suck anyway.
#967 posted by necros on 2016/01/31 19:49:08
actually, while we're dreaming... if we could get a bump up on the max number of static entities, we could make each foliage static and make it not use edicts at all!
#968 posted by Kinn on 2016/01/31 20:10:04
I guess to be fair the only way these sorts of feature requests get any traction is if there's already a bunch of well-made assets ready to go that a lot of people would use.
Making a bunch of quakesque vegetation models has been on my list for a while, so I might as well just start making them and then bully the engine coders into supporting alpha on them afterwards :}
#969 posted by mh on 2016/01/31 20:57:57
if we could get a bump up on the max number of static entities
It's actually quite silly for an engine to have a fixed-size maximum for these in 2016. Static entities can be just allocated on the hunk until memory runs out; don't need to come from a separate array at all. Likewise with efrags.
Alpha-tested Models
#970 posted by Spike on 2016/01/31 21:14:55
hexen2 supports it. There's some model flag you can set that enables it (but tools may not provide you with that option, and might necessitate using some hex-editor).
afaik FTE is the only quake engine that supports it at this point in time, although if you're targetting DP, you can use shaders with some 'alphatest gt128' line or something, along with an external texture (iiuc an external texture alone will enable alpha blending, which will look a little ugly if they overlap).
#define MFH2_HOLEY (1u<<14) // Solid model with color 0
so byte 0x4E should be set to 0x40, assuming I counted correctly.
clientside limits on static entities are kinda silly (and implies wasted memory).
serverside limits on them due to the signon buffer size are harder to remove, although not impossible.
@Breezeep_
#971 posted by Baker on 2016/02/01 01:28:05
Trying deleting your config.cfg. Are you using an old version of Windows like XP or something?
I made a couple of tough choices in very recent version that may affect old, old Windows versions.
#972 posted by Baker on 2016/02/01 01:41:08
@Kinn - I think your ideas are interesting but at least for 2016 ericw/Quakespasm are where your best chances lie.
That being said,
Check this out:
http://www.celephais.net/board/view_thread.php?id=60502
That modified FitzQuake engine already has that feature, it's color 255.
#973 posted by Baker on 2016/02/01 01:42:22
@Kinn: It's the trees with alpha masked textures.
Mod screenshot
@Kinn - 3 Of 3
#974 posted by Baker on 2016/02/01 01:51:02
Kinn I guess what I'm saying: If you make a model with alpha masked textures and it works in that FitzKurok engine that I posted (you should be able to play with the model in that engine), ...
My recollection is the modification is not that difficult, but in the engine code for that model, the alpha masked model names are HARDCODED. i.e. look through the game data pak file and find the alpha model name (is it bush.mdl? tree.mdl? but whatever it is, use that name and there may be several).
The key thing is I would obviously not have the model name be hardcoded, so how to indicate a alpha masked texture? The quick and dirty version would be something similar to r_noshadow_list, r_nolerp_list or whatever those cvars are called and make a r_alphamaskedmodels_list or whatever would be a good name.
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