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InsideQC Forums • View topic - Avirox's Rotation Tutorial Adapted to NetQuake

Avirox's Rotation Tutorial Adapted to NetQuake

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Postby mh » Wed Jul 14, 2010 7:15 pm

I wouldn't mind a copy of it, just to test that my fix actually does work with it, before you make any changes to your own engine.

(deleted stuff that wasn't actually needed; mental note to self: read the original code first!!! :oops: )

Also note the nifty "sv_novis" cvar. ;)
Last edited by mh on Wed Jul 14, 2010 9:50 pm, edited 1 time in total.
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Postby Baker » Wed Jul 14, 2010 7:41 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby mh » Wed Jul 14, 2010 7:50 pm

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Postby goldenboy » Wed Jul 14, 2010 9:48 pm

Confirmed, adapted mh's fix to FitzSDL/QS/RMQ engine. Works like a charm. Giant rotating bmodels, here I come.
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Postby mh » Wed Jul 14, 2010 10:19 pm

Oddly enough, it also works perfectly with Enhanced GLQuake (aguirRe's engine) and he doesn't seem to have done anything to particularly fix this one - although I haven't looked too far yet. It does suffer from a "keyname too long" Sys_Error when parsing globals though, on account of the fact that he reduced the max key name length to 32 (from 64).
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Postby goldenboy » Wed Jul 14, 2010 11:20 pm

Yeah, but I guess it doesn't rotate there.

There is also no flicker when the offending thing is turned into a simple func_wall.

The problem only appears if the thing rotates, and the engine actually supports the rotation, I think.
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Postby mh » Wed Jul 14, 2010 11:25 pm

Of course, you're right (and you had mentioned it before now that I check back).
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Postby Spike » Wed Jul 14, 2010 11:47 pm

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Postby mh » Wed Jul 14, 2010 11:59 pm

It really should rotate the bbox, then build a new bbox around the rotated coords instead. I wonder though, would it still be possible for an entity to exceed 16 leafs even if that was done? I had originally put my code in to fix the very same problem with an elevator in apsp1.

I wouldn't dispute that handling the bbox better is one way of fixing this specific problem (and should probably be done anyway), but I would argue that it is more of a general problem which needs more of a general solution. It's perfectly possible to construct a huuuuuge brush model that exceeds 16 leafs without even having it rotate, for example, and we haven't even touched on huge alias models yet.
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Postby r00k » Thu Jul 15, 2010 6:35 am

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Postby Spike » Thu Jul 15, 2010 7:56 am

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Postby goldenboy » Thu Jul 15, 2010 5:55 pm

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Postby r00k » Fri Jul 16, 2010 2:28 am

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Postby Baker » Fri Jul 16, 2010 2:56 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby goldenboy » Fri Jul 16, 2010 3:32 am

r00k: Like Baker said, start with phat map capacity, skyboxes, fog, alpha, support -sndspeed 44100, raise static entities limit to like 1024, raise max_channels, modify Read/WriteCoord for higher map size limit and include this rotation stuff with the smooth angles fix and the flicker fix.

RMQ's engine source is available at my blog. We declared our collection of hacks protocol 999.

We have this evil plan to add csqc support, so be warned. ;-)
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