I'm Not Angry, Just Disappointed
#975 posted by ijed on 2014/08/12 12:54:17
That you didn't lead that post with "And Now, The Intermission" so I could imagine crackly phonograph music while reading it.
Guns Don't Kill People...
#976 posted by bg on 2014/08/12 19:17:54
Neither do engines...
FTE/DP are actually pretty nice to play Quake in, it's just that a lot of players are not blessed with taste and restraint. That is not the fault of the engine... even Fitzquake allows the loading of external textures, thus letting users plaster your level with images of Goofy if they so desire.
Both DP and FTE can look pretty decent for standard Quake (I guess someone will scream "PARTICLES!" now, well, go and make a faithful particlefont then) if you leave the realtime lighting disabled. These engines are perfectly capable of displaying lightmaps and not much else, you know.
They can be even nicer for modding. Why not create a fancy menu (with all the OMGbling removed) for your next map pack? Doesn't affect the faithfulness of the level one bit. How about pretty loading screens for your humungous masterpiece map that give people a foretaste of what's to come? Same. And no player will ever know how many engine extensions you use in your QC, because things like tracebox() are 100% behind-the-scenes.
Bigger maps? Rotating entities with proper collision? Terrain with texture blending? Mesh collision? Rotating dynamic lights? Stereo sound? Scriptable particle system? True type fonts? Splitscreen?
Doesn't sound like evil incarnate to me, but what do I know. I'm just a poor sinner.
#977 posted by anonymous user on 2014/08/12 21:00:06
i never develop mods for dp because the engine always breaks my code.
^
#978 posted by necros on 2014/08/12 21:00:47
i need to remember to log in..... :P
#979 posted by Lunaran on 2014/08/12 21:07:51
These engines are perfectly capable of displaying lightmaps and not much else, you know.
every engine claims that it degrades to a perfect simulacrum of vanilla Quake, but they all look a little queer when they do, and more importantly, they're all inconsistent about how they do it. try exploiting any small quirk in Quake engine behavior for a positive effect and you'll quickly find most engines have either broken it or "fixed" it.
And no player will ever know how many engine extensions you use in your QC
They will if they use an engine that doesn't support them. To take advantage of any of them, or any of the rest of these silly features, I'd have to require one engine over another. There is no quicker way to make people upset and stop them from playing your mod in the first place.
Bigger maps? Rotating entities with proper collision? Terrain with texture blending? Mesh collision? Rotating dynamic lights? Stereo sound? Scriptable particle system? True type fonts? Splitscreen?
Because if I felt like I needed any of that stuff, I wouldn't be mapping for Quake. Not everyone thinks that Quake is "missing" next-gen features. When engines do add them, the collective effect both on their own codebases and on the community is that it makes it harder to create content that doesn't use them.
Doesn't sound like evil incarnate to me, but what do I know. I'm just a poor sinner.
Please re-read my earlier examples until you understand that I'm not trying to take your eye candy away from you, I'm just trying to prevent collective action on the part of seemingly deaf engine hobbyists, and the broken inconsistent 'standards' they unintentionally push on users, from taking far simpler little things away from the people who are actually still trying to make content for this game.
@Lunaran
#980 posted by Spike on 2014/08/13 03:11:56
What exactly is your beef here? Your posts read like you're trying to defend something, but it seems like you're arguing everything you can in order to do so, obscuring the point that you're actually trying to make.
Fact of the matter is that 'perfect simulacrum of vanilla Quake' is a really really wooly definition.
In terms of visuals, this generally means software rendering. except they use linear filtering...
In terms of networking+gamecode, this generally means OMGYOUGOTOWNED.
In terms of console commands, this generally means: what do you mean I have to set port BEFORE connect? why does reconnect not work? argh!
I'd be curious what you think looks a little queer with fte's 'fps_preset normal' setting, maybe I can improve it for you (and any other potential users that don't use some other setting instead).
The great thing about QC extensions is that they stop modders from going insane. strcat will greatly reduce the complexity of certain things for instance...
The fact that there are still engines that do not support this basic feature is completely absurd. It is really no wonder that you have to resort to the hacks that depend on those bugs that got fixed.
Oh noes! it won't work in dos/win/glquake! Who even still uses those anyway?
'next'-gen features are often fun, but yes, they're not quake. however, bigger maps is more quake!
rotating bsps were used in hipnotic, was that not quake? the fact that the code is much simpler to produce and doesn't require hacks is surely a good thing?
who, exactly, do you consider deaf? why do you believe this to be the case?
considering this part is an engine topic, would you mind creating a rant topic on inside3d where there tends to be more modders around that might actually *see* your point of view?
The fact of the matter is that a few posts in the middle of a topic on a specific engine can _EASILY_ be overlooked by pretty much everyone (except maybe that engine's author). Help out and give everyone xray specs, and maybe the 'blindness' issue will deminish slightly! :)
In other news, baker was asking for some test mods (to see if things are broken, I assume) on inside3d. You may wish to help out and give him some suggestions, or perhaps some specific testcases for the things that irk you.
Fitzquake Mk V Features (reloaded)
#981 posted by NightFright on 2014/08/13 14:04:43
Any chance to get any of the features I requested back on 2014/02/05 (see above) implemented?
I'd at least like to see support for .vis files added since all my downloaded mods have been optimized for utilizing this feature from Fitzquake Mk V. Much better than having the original non-vised maps and improved vised maps in the same directories.
_wateralpha
#982 posted by ericw on 2014/08/14 23:40:08
I posted a proposal for the worldspawn keys, which is borrowing metl's idea in #971, on inside3d, along with a prototype implementation in QS (w/ win32 binary):
http://forums.inside3d.com/viewtopic.php?f=3&t=5532
#983 posted by Baker on 2014/08/15 11:21:34
I'll add whatever gets decided upon after it runs the course of the normal feedback loop and a map release by a veteran mapper uses it.
Quakespasm Bugs And Suggestions
#984 posted by ranger on 2014/08/15 16:17:03
suggestions
-
option to enable bloom
option to disable transparent water
option to disable crosshair
option to enable vertex lighting
optional lighting gun beam dynamic lighting (like directQ)
optional shalrath, scrag and death knight projectile dynamic lighting
adjustable particle transparency & density
adjustable liquid transparency
selectable individual liquid transparency (r_telealpha etc)
defaulting to 44khz sound mode
bugs
-
teleport textures are transparent
e2m3 nail trap doesn't work
with 'r_novis 1', explosion sprites don't appear underwater
water in Malice is not see-through anymore
#985 posted by ranger on 2014/08/15 16:24:59
suggestions
-
anisotropic filter option
point sampling filter option (for classic 'blocky texture' quake look)
bugs
-
water surface is bugged; has visible gaps on the surface
#986 posted by Spirit on 2014/08/15 16:27:15
Lots of these are already features. Did you read the documentation? Or do you simply mean menu options?
Also, some of these have been answered at that other forum. It is not very nice of you to ignore that and not mention that you are crossposting the exact same text.
#987 posted by ranger on 2014/08/15 17:10:01
Lots of these are already features.
>which ones? they aren't to my knowledge
Did you read the documentation?
>yes and the fritzquake as well
Or do you simply mean menu options?
>Mainly as menu options where applicable
Also, some of these have been answered at that other forum.
>actually they haven't been (r_wateralpha 0.5 makes teleport/lava textures transparent)
Xinput
#988 posted by Tom on 2014/08/15 21:45:12
Is there a spell somewhere in the necronomicon to enable xinput for lazy single player gamers?
Playing W/ An Xbox Controller?
#989 posted by ericw on 2014/08/15 21:55:05
SDL2 supports XInput, not sure about SDL1. Personally i'd like to add controller support to QS sometime (for playing quake on couches/beds :P). not sure how the other devs feel about it, but it requires a bit of work.
So it's something possibly on the todo list, but not available right now.
Ericw
#990 posted by Barnak on 2014/08/15 22:03:40
what about my suggestion of a new console command to load a random map, so the player don't know in advance which map will be loaded.
I currently have hundreds of maps in my id1/maps folder, and very often I simply don't know which one to play.
Using a random map command, It could be great to be "surprised" each time we load a new map. I'm sure other players would appreciate that feature too.
Sry, Replied To Your Email Finally
#991 posted by ericw on 2014/08/15 22:26:17
pasting here:
There are a couple of potential issues, one is some mods use .bsp files that are not actually levels but just prefab objects that referred to - so a �randmap� command might try to play these.
Also I�m pretty sure that a �randmap� mode where exiting a level loads a random map instead of the one specified in the trigger_changelevel is almost impossible to implement in a clean way.
So we can see if the other QS devs have a comment, but I�d say it�s probably not a good fit for quakespasm.
As Said By Email :
#992 posted by Barnak on 2014/08/15 22:37:46
About the randmap command, I was thinking about loading only maps located inside the id1/maps folder, not from the mods (I was aware of the issue you described with mods).
That command is highly desirable if you do have hundreds of custom maps.
Without that random command, many good maps will remain in your maps folder without ever being played for a VERY long time.
The randmap command would give all the maps a chance of being played at any moment you call "randmap".
More On The Randmap Command :
#993 posted by Barnak on 2014/08/15 22:51:13
Let me elaborate on the idea of that "randmap" command :
You start QS and drop down the console to type "randmap". QS then loads an arbitrary map from your id1/maps folder (mods are all excluded).
You then play that map to the end, and use its exit. That map then loads its predefined second map. Fine. The randmap don't interfere here.
You play the second map (called from the first one), and decide you don't like it. You drop down the console and type "randmap" again. QS then loads a new randomly selected map. If you still don't like it, you could use the randmap command again, until you like the map. And so on.
If a map ends to the default start map, then no problem. You can call the randmap at any time.
This command is simply a way of picking up an arbitrary map in your id1/maps folder.
It may also happens that the command loads the same map again (random selection without memory). This is not a problem since you could call that command again. The chance that it gives you the same maps several times is low if you have hundreds of custom maps inside your id1/maps folder.
The ability to bind the randmap command to a keyboard shortcut would be extremely usefull, IMHO.
Quakespasm Spazzing Out
#994 posted by Orl on 2014/08/15 23:25:07
Post #55 applies to me, except I am running Windows 8 and the latest version of Quakespasm. This is on my laptop.
Simply put, mouse movement is wildly erratic, spinning the camera at high speeds in any direction, even when mouse sensitivity is at its lowest. While spinning like crazy for a second or two, it will even cause Quakespasm to freeze for a minute.
The other problem is this: http://www.stjohninthewilderness.org/wp-content/uploads/2014/08/quakespasm.jpg
As you can see, the game resolution is bigger than what its actually supposed to be. You can imagine when attempting to change the resolution to 1920x1080 sections of the screen are completely cut off, like the status bar.
My laptop is running Windows 8.1 64-bit, AMD A8-5550M CPU, and AMD Radeon HD 8550G graphics card. Drivers are all up to date.
Anyone have any ideas or experience something similar?
Post #55
#995 posted by Cocerello on 2014/08/15 23:57:34
It happens to me too, it always did with all the versions of Quakespasm i used (0.85.5 to 0.85.10), but in my case it never freezes, only spins till i learn how to make it look forward again.
For now it happens in my dual core PC with Windows XP sp2. Have to check in others.
I never worried about it because i thought it was an issue with the mouse or with Windows' drivers. I also always thought that it happened too in other Quake engines and in other videogames, but now that you are saying that, Orl, i am beginning to doubt.
The more i think, the more i see that the issues i had with other videogames can be explained or are unrelated. Have to check the other Quake engines i currently use.
#996 posted by Spirit on 2014/08/16 00:37:22
Barnak, it would seem out of place to add such a command to an engine that is otherwise rather oblivious to "content". I would love to see an engine with all the Quake Injector functionality built in, but until then I don't think such command would fit the philosophy.
I would offer to write a Bash script to do this if you are on Linux? Otherwise maybe https://www.quaddicted.com/reviews/random_map.php is enough for ideas?
Orl
#997 posted by ericw on 2014/08/16 02:18:00
Hm, based on the screenshot I'm guessing it's an incompatibility between SDL 1.2 and the windows 8 dpi scaling. Can you try setting the windows dpi to the original small size, "100%", and see if that fixes it? Not a proper fix, of course.
if that's it, this sounds like something SDL2 might fix. I don't have an sdl2 quakespasm windows build handy, but can put it on my todo list.
Cocerello, any chance you're using dpi scaling too?
@ericw
#998 posted by Spike on 2014/08/16 04:02:05
try http://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/client/quake.manifest
first part disables silent file redirection (grr).
second part disables dpi scaling (so fullscreen isn't broken any more).
both tell windows to go away and stop breaking things. neither appear to be possible with an winapi call.
save it as foo.exe.manifest next to your foo.exe and you should be able to use it without recompiling the exe.
You Were Right Ericw
#999 posted by Orl on 2014/08/16 04:41:08
After disabling DPI scaling within the compatibility options for quakespasm, it not only fixed the resolution, but also the mouse issue. The mouse works fine now, and there doesn't seem to be any problem whatsoever.
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