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Quake Re-release!!!
Id/Bethesda just announced a new release of Quake with a bunch of enhancements.

Trailer: https://www.youtube.com/watch?v=vi-bdUd9J3E

More info: https://www.microsoft.com/en-us/p/Quake/9P1Z43KRNQD4#
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OK, I've implemented the mirror seam stuff in the Software MD5 code at https://github.com/mhQuake/MD5Stuff/commit/e2b86e5892e846f80969b564975fff81af502778 - there *may* be extra work required because there's one piece of data that's allocated but not used so far; let's see how we get on with this part of it first.

I've tried to keep the implementation as low impact as possible, so it's just a couple of extra struct members, a single function call in the loader, then the functions themselves to duplicate the verts. That means that there is one place where I leak some memory; it's hunk-allocated memory so it will be freed in Host_ClearMemory between maps, but a proper production-ready implementation would address this properly. 
#243 
Hmm, I've copied & pasted those changes, but they didn't make any difference.

After including a warning here, I've confirmed that none of the MD5 models in the Quake remaster have mirrored vertices:

static void R_DuplicateMirroredVertexes (md5_mesh_t *mesh, char *name)

...

// now create the new list
if (totalVerts == mesh->num_verts)
{
mesh->mirrored_vertices = NULL;
Con_Printf ("No mirrored vertices for %s.md5mesh\n", name);
return;
}

So, mirrored vertices are not the issue. 
 
Here's how it looks:
Scene 1, MD5 off
Scene 1, MD5 on
Scene 2, MD5 off
Scene 2, MD5 on

Our approaches are having zero effect on this. I implemented some code to weld all normals from vertices from identical 3D space positions, and it still looked the same. 
 
Alright, I've fixed it for good. My code to weld the md5header_t->vnorms->normal data works now. 
#246 
Good news - it would be great if you could submit a patch to the Github repo, or at least indicate what was required to do it, so that others can avail of the fix. 
#247 
I'm looking into it now, trying to figure out how this Github thing works. If I knew your e-mail, I'd have emailed you before. 
 
Thanks, that seems to have worked, I've accepted the change and it's in the Software Quake code now.

I'm also going to implement it in the Fitz/GL code but it has slightly different structures and types so needs a bit more work. 
 
Speaking of data structures, I wonder how different it would be to implement IQM model support in software.

Most people I've talked to said that the IQM format is much easier to work with than MD5, and some were disappointed to see the remaster using MD5 instead of IQM. 
 
maybe because IQM is community-made and MD5 is id Software created? They might think it's safer to use MD5 from a licensing perspective. 
#251 
That's certainly a factor.

Another possible factor is that the author of the remastered MD5 models is Capnbubs, who started doing those models in 2013 Link. The skin of the grunt in the remaster is exactly the same, with an added muzzleflash, and the dog skin is 100% the same.

Back then Capnbubs already mentioned working with an skeletal model format, which may be the MD5 format itself. I don't know when the IQM format was created. 
 
Hmm, capnbubs actually used Blender. Might be the licensing thing then. 
 
I've implemented IQM in GL before, and it seems like it should be straightforward to do in software as well.

The big pressure point of doing it in GL was limited constant register space for storing bone matrices, as I was constrained to SM2.0 hardware at the time (256 constant registers - ouch!) That wouldn't exist in software as you'd be doing the bone animation in software anyway (you could also do the bone animation in software with a GL implementation, but it's substantially slower).

Otherwise I'd advocate the same approach as I took with the MD5 software code - just produce the same data structs as are used by the stock MDL code so it will easily plug into the rasterizer.

Re: community vs ID: they used BSP2 and that's definitely community-made (I made it, so I can say that quite authoritatively). Obviously I haven't seen the remaster engine code, but I'd hazard a guess that they used MD5 because they could just lift over most of the code from Doom 3.

Otherwise nobody authors directly in either MD5 or IQM - they'll author in a proper modelling package and use an exporter. 
Threewave CTF Added To Re-release! 
Sweet! I'll be playing the blue and red shit out of this.

Release Notes

Threewave CTF was first released in October of 1996 by Zoid Kirsch. The mod back then was simple, and remixed existing game content to create something new. Matches took place on the single player levels modified to create bases. Keys were used in place of flags, and the grappling hook was an axe that fired a Vore ball. While a little bit of imagination was required, this didn’t hurt the mod’s reception at all. It caught on fire immediately and built a large fanbase of players looking for a deeper alternative to deathmatch. 
And Rubicon 2!!! 
I wasn't aware Rubicon 2 had been added to the Re-Release today as well. That's amazing. Congrats to metlslime and czg!

Read an interview about it here 
Woo 
I knew this was happening but didn't realize it was today! 
Community Mod Server For Re-release 
New video on this project: https://youtu.be/VFrHR0O_jB8

Notes from YT:

Find out how to access a growing collection of singleplayer mods for the official rerelease of Quake also known as Quake Enhanced or KEX Quake. Once you make a small change to your launch configuration of Quake, this collection will appear in the Add-ons menu.

Website with complete instructions:
https://kexquake.s3.amazonaws.com/index.html

Here's the text to paste in "Launch Options" on Steam and Epic Games:
+ui_addonsBaseURL "https://kexquake.s3.amazonaws.com/"

Add-On Server Discord
https://discord.gg/EDucpqTrpP 
Beyond Belief Added To The Re-release! 
Beyond Belief has now been added as an official add-on for the Quake re-release. Looks like Matthias has updated the maps for this release.

Announcement

Interview with Matthias Worch 
Interview 
The interview with Matthias is such a fun read. Think about tweaking texture alignment in a text editor!

If anyone is curious about the editor Quest he mentions take a look at this video from last year: https://youtu.be/E6QZdDzQlsk 
 
who made the 25th anniv. DotM episode pls? solely J.F. Gustafsson's work (the DoPa creator)? 
#261 
Dimension of the Machine was made by several people from MachineGames:

Christian Grawert
Andrew Yoder
Tom Fritzson
Kevin Dunlop
Oscar Göthberg
Kristoffer Kindh
Erik Hörnström
Anton Eriksson
Iuliu-Cosmin Oniscu
Abigail Cox
Dennis Karlsson
Sabina Sveica
Pierre Willbo
Jens Matthies
Jerk Gustafsson 
 
got some FPS drops w/ Enhanced engine, which older engine can run the DotM episode5 platforms correctly pls? tried copying MG1 directory from Enhanced Quake to a directory of my Quake game with some older egine and running it like this

quakespasm-spiked-win64 -game mg1 +r_farclip 100000 +sv_protocol 999 +sv_aim 1 +scr_conscale 2 +gl_flashblend 1 +scr_crosshairscale 2 +scr_menuscale 2 +scr_sbarscale 2 +scr_conwidth 1920 +sv_aim 1 +r_maxsurfs 4000 +r_maxedges 16000 +skill 1

to play new DotM maps. the 1st four miniepisodes and boss fight work, some broken platforms in episode 5 tho (had to use noclip cheat in mge5m1+mge5m2 maps) 
Why So Many Wariables? 
Most of them should put to autoexec.
r_farclip
r_maxsurfs
not needed, use default
sv_protocol 999 QSS used by default,
scr_conwidth 1920 - why so much? - try default
gl_flashblend 1 - try 0 {not affected to performance on my machine}
What is in Your autoexec? Your hardware specs? 
 
a ryzen and GTX980 Ti. how about DotM jam any time soon pls? the new textures are awesome 
Good Idea 
No one needs permission to call a jam at least not here. 
 
ok, so is there somebody here able to extract the textures from the MG1/pak0.pak file pls? I assume TrenchBroom can do DoMa-style rotating brushes/cogs/fans? 
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