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InsideQC Forums • View topic - UQE Ultimate Quake Engine ?

UQE Ultimate Quake Engine ?

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Re: UQE Ultimate Quake Engine ?

Postby revelator » Wed Jul 18, 2012 9:13 pm

I would have alook at the source if i could but it seems the site has a captcha which none of my browsers will show :S so i cannot download it.
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Re: UQE Ultimate Quake Engine ?

Postby qbism » Thu Jul 19, 2012 2:44 am

Just turn off the translator(s) ;)
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Thu Jul 19, 2012 3:02 am

And then it wants me to install a browser addon eh ??? no thanks. :P
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Thu Jul 19, 2012 4:08 am

Sandboxed the site and got the source.

A few things i notice.

Its based on the old jshexen2 source from the dev of Qoole with additions from UQE and some work from him self.
Project file is made for msvc6 and some of the typedefs are incompatible with msvc2010 so i cannot compile it as is.
So i might try and move stuff from the source to hammer of thyrion source which compiles fine with msvc2010.
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Thu Jul 19, 2012 4:37 pm

Ok added DDS texture support and texture lerping.

loading charsets / fonts etc. needs some work (wrong scaling) conback works though.

theres also some suspicious code here according to intels compiler.

memmove(dat->data + 157*85, dat->data + 157*104, 157*(112 - 104));
warning #170: pointer points outside of underlying object.

looks good else :)

DDS is working allthough i think my conversion may be wrong it loads them but some textures have a blue tint.
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Fri Jul 20, 2012 2:31 pm

ok DDS needs special handling and cannot just be converted like other textures.
For one if it has an alpha channel things will look really wrong when converted to DDS.

Besides that i think i fixed all the texture flags to be correct now.
I only got one bugger with a sprite that seems to be missing an alpha channel but its not related to the external version as the ingame version also bugs out.
The one in question is the magic missile from the necromancer which has square dark borders. I cannot fix this bug in code so a new version has to be made.
All other sprites seem to behave as they should.

resting my case and uploading the final version soon :)
im not going to make it a project of mine (got to many allready heh) but since hammer of thyrion allready has a maintainer hees welcome to use my changes.
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Re: UQE Ultimate Quake Engine ?

Postby toneddu2000 » Fri Jul 20, 2012 4:35 pm

[UTournament Voice]reckless is in a coding spree![/UTournament Voice] :D
- my first commercial game, made with FTEQW game engine
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Sat Jul 21, 2012 4:07 am



Source
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Wed Jul 25, 2012 11:29 am

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Re: UQE Ultimate Quake Engine ?

Postby Spike » Wed Jul 25, 2012 12:30 pm

GL_EXT_texture_compression_s3tc
void (APIENTRY *qglCompressedTexImage2DARB) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data);
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3


those defines are the 'internalformat' argument you should be using for the relevent compression type. Use it instead of glTexImage2D.
If you're loading a dds texture without supporting the mipmaps, as well as decompressing any compression then you basically defeat the entire point of supporting dds textures in the first place.

plus decompression of dxt textures is supposedly patented, so the only legal way is to get the licensed driver to do it for you. I'm not sure but that patent MAY have been invalidated, but I've not really validated those claims so check yourself.
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Wed Jul 25, 2012 1:34 pm

Thanks spike :)
I guess it must have been cause else the Doom3 source release would be in trouble as it uses DDS hmm ?.

Ill check but in case its ok ill use your input to finish it up :)
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Re: UQE Ultimate Quake Engine ?

Postby Spike » Wed Jul 25, 2012 1:42 pm

doom3 has tga fallbacks in case the drivers don't support s3tc extensions. the patent is on dxt1/3/5 not on dds, like I say, use the s3tc extension, get the licensed drivers to do the decoding, and there's no patent in your code costing you money and thus no gpl nonredistributability issues (beyond what should reasonably be arguable as part of the system).
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Wed Jul 25, 2012 3:49 pm

Ill check it out thanks.
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Re: UQE Ultimate Quake Engine ?

Postby revelator » Wed Jul 25, 2012 3:53 pm

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Re: UQE Ultimate Quake Engine ?

Postby xaGe » Wed Oct 10, 2012 7:07 pm

I've always loved Hexen2 with the newhexen engine myself. If only hexen 2 would run in Darkplaces..drrooool.... :lol:
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