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InsideQC Forums • View topic - Makaqu

Makaqu

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Re: Makaqu

Postby mh » Mon Apr 16, 2012 6:59 am

For entities and textures I generally hack them in at load time, then #if 0 them out when done.

end.bsp has multilayered liquid; fall into the first pool and look up at the teleport you came from. Also e4m7 for liquids within liquids.
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Re: Makaqu

Postby Spirit » Mon Apr 16, 2012 11:32 am

My http://www.quaddicted.com/files/engines ... spirit.zip testmap has a translucent brush. I hope I included the source. Would be great if those other test cases would simply be added to the map.
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Re: Makaqu

Postby mh » Mon Apr 16, 2012 3:43 pm

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Re: Makaqu

Postby Spirit » Mon Apr 16, 2012 4:23 pm

Tried entitytest in some engines including quake.exe and winquake.exe, no problems whatsoever. Does it only get freaky if skyboxes are involved?
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Re: Makaqu

Postby mh » Mon Apr 16, 2012 5:02 pm

The standard id engines should work fine. Where an engine might go nuts is if it doesn't properly handle sky surfaces on brush models (skyboxes would be a good example here).
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Re: Makaqu

Postby qbism » Tue Apr 17, 2012 12:48 am

Try back2forwards. Multiple layers of transparency.
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Re: Makaqu

Postby mankrip » Tue Apr 17, 2012 10:41 pm

:) Thanks. Both entitytest and enginetest-spirit crashed my engine, but back2forwards worked.

backwforwards uses a BSP entity for the translucent floor and another for the translucent windows of the ship right below it, and thanks to that I found out that translucent BSP entities are affected by Makaqu's clipping bug also.
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Re: Makaqu

Postby Revanic45 » Fri Apr 27, 2012 4:58 pm

I noticed that with the directional lighting, you did not normalize the lighting vector after getting it from the dynamic light. You MUST do this, it will make it look much better.
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Re: Makaqu

Postby mankrip » Sat Apr 28, 2012 12:46 am

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Re: Makaqu

Postby mankrip » Sun Jun 24, 2012 8:51 pm

The 1.5 version is released. It only runs in windowed mode. I hated to release it with this bug, but despite that, I'm quite satisfied with it.

The particle lighting allows overbrighting, while the SPR model lighting doesn't. Maybe I'll change the particle lighting to behave like the SPR one, but opinions are welcome.
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Re: Makaqu

Postby qbism » Wed Jun 27, 2012 3:06 am

I was able to get it to run fullscreen mode. In fullscreen, FPS drops very low when the menu is down. The palette goes crazy until the next bonus or damage flash.

Transparency looks great. In back2forwards, was able to see entities and skies correctly rendered through 2 layers of glass (func_walls I think). mkqtest1 map from 1.4alpha rendered correctly, even through multiple layers of transparency.

overbright sprites could have a washed-out look. Instances like the explosion sprite.
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Re: Makaqu

Postby leileilol » Thu Jun 28, 2012 12:18 am

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Re: Makaqu

Postby qbism » Thu Jun 28, 2012 2:41 am

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Re: Makaqu

Postby Spike » Thu Jun 28, 2012 8:40 am

_never_ read from video memory.
if you need to read from video memory, use some other buffer somewhere (like quake's water warp buffer), a bit like you would an fbo in gl.

video memory is generally paged as uncached memory, so every single access results in stalling the cpu while waiting on the result, hence the slowness.

DIBs are blitted from system memory each time, hence why you'd want to use directdraw when you can. :P
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Re: Makaqu

Postby mh » Thu Jun 28, 2012 6:28 pm

The MGL-less drivers are immune to both read-from-vram and palette-craziness issues as they work on a system memory buffer for most of the frame but just expand that out to a 32-bit buffer at swap time. In practice this is just as fast as working in 8-bit (owing to some loop-unrolling), and may even be faster on some systems as writes to vram work best when you can feed it a lot of data in large chucks over a short period of time.
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