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Can We Future-proof Quake?
I'm not the only one on func who plays Quake at a 144hz refresh rate. We can debate all day whether that's necessary but that's my thing. I see a big difference both on the desktop and in games at 144. But designing my own maps and now with jam9 I am experiencing issues that basically break the game.

In Breezeep's map Mensis Keep, if you watch my demos I take an elevator up and hit an invisible barrier multiple times. I didn't immediately realize what was going on but it was the physics wigging out and it was nearly game breaking for me. I figured out the less I moved on the elevator the more luck I had avoiding the problem. I had to rework a significant set piece in a WIP as it was a fast moving train that kept gibbing me randomly. Only later did I realize this was due to having HOST_MAXFPS set higher than 72.

It's my opinion that we're going to see more and more of this as time wears on. The 1/2 dozen or so younger gamers I know (thanks to my teenaged kids) all want or have 120hz monitors or above.

I also want to note how old and problematic Wally and TexMex are. They work but how long will it be before they are obsolete?

I think it's time we start the discussion of how to future-proof Quake source ports.
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FTE-Quake 
Tried this. Impressive overall but the audio is super annoying for me compared to QS. It sounds too crisp and artifact-y. I'll have to keep experimenting to get it right. I didn't know it was updated so regularly. 
#26 
try disabling OpenAL (ie: pick a dsound device in the menus), unfortunately its enabled by default. 
FTE-Quake 
I loaded up jam9 in a recent build of FTE-Quake (July?) and there were missing skyboxes and other weird issues. Most prominently in Ionous' map but others as well.

I figured out the sound issue. I am so used to 11k audio when the sample rate is raised it sounds too crispy for my taste. There are quite a few things I do like about FTE - I will keep fiddling but shouldn't skyboxes and the like "just work" out of the box? 
 
Can't wait for the "fte is too advanced for your pleb maps" response from Spike. 
Shouldnt You Be At Your Nazi Rally Right Now 
 
Finger My Auschwitz 
 
 
@dumptruck_ds
jam9_ionous's skybox works fine for me - but only if I actually remember to use the -quoth argument/gamedir.
jam9_otp is a pleb map that specifies a skybox which isn't valid. FTE responds by giving a fallback skybox (ask for one, get one - even if the textures arn't installed).
FTE is too advanced for such pleb maps... :P

I'll see what I can do about disabling skybox forcing on missing textures, it'll probably hurt load times though :(
/me ignores otp's intro area on account of its zfighting in other engines also. 
 
So you're saying it's impossible in FTE for the mapper to willingly switch from a static skybox to the default scrolling skybox and FTE will instead impose its own "solution".

Congratulations, I don't think even DarkPlaces is this retarded. 
#33 
My stance is that if you do something retarded like using a skybox that doesn't exist then you shouldn't be surprised when you get a retarded response.

In other news:
save skybreaker; load skybreaker
and the sky is indeed broken.
Dynamically switching skyboxes is flawed regardless of engine - at least FTE provides the possibility of custom shaders which avoids the whole saved game/closed-source mod issue.
Whereas at best QS gives error messages and saved games with the wrong skies, but for some reason you're okay with those retarded things. :( 
Huh? 
Loathe as I am to agree with OTP, I always thought the expected behaviour was loadsky with an invalid name would drop you back to the old style scrolling sky. 
MH 
I direct you to post #31. 
 
Well with Quake 2 any decent client nowadays separates physics and rendering framerate since Quakeulf mentioned it. Quakeworld client like EZquake are the same as far as I know and you just need Quakespasm to do the same. 
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