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This was filmed in WinQuake Mark V and I don't remember if it has interpolation implemented.

Yes, it has. Its r_lerpmodels cvar is enabled by default.

Does that make sense? The low framerate of Quake combined with a low refresh rate of a CRT combined with being recorded on a mobile device somehow gives the illusion of smooth movement?

No, because CRTs have no ghosting.

And does that imply that on older devices, even in the default engines enemies would appear interpolated?

All Quake engines interpolates the origin and angles of all entities. The only thing the vanilla engines doesn't interpolate is the individual vertex data of MDL models.

Anyway, the lower the resolution, the less pixels each vertex travels when the model frame is changed, which can make the lack of interpolation less pronounced. But this is only significant for models that are far away, and doesn't make the framerate look smoother. 
 
Cool thanks. 
 
MarkV defaults to r_lerpmove 1 and r_lerpmodels at 1.
DOSQuake / WinQuake / GLQuake have neither. 
 
To be more specific - the original engine doesn't interpolate the origin and angles of MOVETYPE_STEP entities, but does interpolate all other entity types. That's what allows doors and plats to move smoothly.

This interpolation is done in the client pre-rendering setup stage rather than in the renderer, and the relevant code is in CL_RelinkEntities.

MOVETYPE_STEP entities have a step animation built into their movement which this interpolation doesn't work well with, so they don't get it.

The relevant protocol flag is U_NOLERP and is set in SV_WriteEntitiesToClient.

You can grab a copy of the original Quake code, review it, and confirm this.

The original implementations of frame interpolation from shortly after the Quake code was released had several serious problems, plus they ran on the CPU and so were slower.

The FitzQuake implementation is a good reference that resolves most of the original problems.

Modern QuakeSpasm interpolates frames on the GPU and is consistently fast whether a model is interpolated or not.

Quake II does interpolation slightly different, baking the positional and frame interpolation together, then applying that to frames. 
 
Yes, there's that exception for MOVETYPE_STEP entities. I don't remember how the step animation works, besides smoothing out stair steps.

Anyway, in the Tremor teaser they disabled r_lerpmodels, and it seems r_lerpmove is disabled too. If the second video was also recorded this way, there's definitely no interpolation of any kind in it. But high framerates will smooth out the movement and angles anyway. 
Map Quiz 
There is a certain ms.wad on the old RemakeQuake SVN, containing 16 map shots that were presumably considered influential by the team.
I can name all but one (mapshot1 with the vore over lava). Does anyone know what the map is? Am I missing out on some greatness or what? 
That's 
Morbidity: 2

Trivia: The map shots were used as paintings in e2m6rq. 
Can Confirm 
Only two of them though. Unless there's some super secret private version.
So I was missing out - what a delightful abundance of moving parts, these two maps. Thanks! 
Ha 
I forgot about that :D

I think that was RJ's level. Very high quality that sadly never saw release. 
Func 19 Year Anniversary. 
Looks like we just passed the 19 year anniversary of func_msgboard. Thanks to Sleepwalkr for hosting and tech support, and thanks to the community for the maps and mods. 
Congratulations! 
 
Congrats! 
 
Merry Christmas Y‘all 
All the best! 
Awesome! Congratulations. 
And thank YOU metlslime for maintaining the asylum. 
Quake 2022 Preview 
forgot to post the video here
https://youtu.be/ARsN0xldnys 
Happy Anniversary! 
Cheers! 
Merry Christmas - I Made A Map - E1m1 Remix, Vanilla 
So tired, it's here:

https://rickyt23.com/the-slipgate-massacre/

Going to bed :) 
Fteqcc Appears To Evaluate Some Logical Expressions Incorrectly 
For example, the expression (1 || 0&&1 || 0&&0) is evaluated to 0.
It generally seems to do this for expressions of the type a(1) || a(2) || ... || a(n), where some a(i) are conjunctions.
Does anybody know if this is a bug?, and if not, how do I disable whatever feature this is? 
Happy New Year 
 
Happy New Year! 
Also, thank you dumptruck for that video, it's cool to see a summary of all the current projects since I am not plugged in enough to keep track of all of it. And I appreciate all the links you added below the video. 
#32063 
That's all well and good but can it run Arcane Dimensions? 
Nehahra? 
I'm not sure if this is the right board, but can anyone help me set up Nehahra (the movie and game) for Mark V? 
 
Isn't it like any other Quake mod? What does the readme say? If you got it from Quaddicted I am not sure if the movie is included:

Hi,

This should be all the latest files and updates of Nehahra in one ready-to-go package. The former mess of files was just too confusing. :o) Expecting most people nowadays do not have the Seal of Nehahra movie installed I unpacked the pak0.pak. If you have the movie installed please make sure not to overwrite its pak0.pak with the one included in this zip!

I made all filenames lowercase for case-sensitive operating systems. I made nehahra/ to be the folder right in the zip instead of QUAKE/
The latest version of aguirRe's Nehahra engine was included, it is recommended for playing (glquake.exe, Version 3.08 Aug 2007). The readme for it is nehahra/readmeneh.txt You can find the latest version at http://user.tninet.se/~xir870k/

Enjoy!

Spirit
11 March 2008


What have you tried that isn't working? 
 
When I place the "nehahra" folder next to id1, launch with -game nehahra, and start a new game, it just gives me a black screen and the console says it doesn't recognize some of the commands. I watched a video and it should be playing a cutscene by that point.

How are you doing the different text colors btw? That's cool. 
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