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  • New experimental version of FTEQW problems

    Hello,I have been using the stable version of FTEQW,and never used it's bloom function,until recently,but it has a bug where a black rectangle shows up in the left corner,and blocks your view,it's very annoying,anyways, I had to switch to different version, the experimental one,but when I used the old stable version,I used it with purple hazes particle,and effect scripts where all you would do to get for example a fog effect,or a rain effect was to type exec fog.cfg,or exec rain.cfg at the console and, boom you have fog,or rain now in your quake map,but since I switched to the experimental version this does not work anymore,and also the bloom effects are more toned down.Can you still use this method to add those old purple haze effects,or has it changed, if so how do I add those weather effects in the new experimental version?Thanks

  • #2
    got a screen shot of the problem?
    My Avatars!
    Quake Leagues
    Quake 1.5!!!
    Definitive HD Quake

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    • #3
      Hi,I am a way from my computer for awhile,but it's the same bug that's in the second video of Hexxen2 on the link.Thanks http://quakeone.com/forums/quake-hel...bloom-bug.html

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      • #4
        i believe the latest version of fteqw fixed that problem.
        My Avatars!
        Quake Leagues
        Quake 1.5!!!
        Definitive HD Quake

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        • #5
          OK,I got rid of the bloom bug in the stable version,but where do you find the particle,and weather effects from others,besides purple hazes? the links on the site are all broken

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          • #6
            [QUOTE=DogSpydr66;136123]OK,I got rid of the bloom bug in the stable version,but where do you find the particle,and weather effects from others,besides purple hazes? the links on the site are all broken.

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            • #7
              OOPs! posted twice,sorry about that.
              Last edited by DogSpydr66; 06-27-2013, 04:51 PM.

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              • #8
                Yeah, sadly haze seems to have vanished off the internet.
                So after scraping my old harddrive for a little while, I've come up with a zip for you, which you should be able to download from here:
                http://triptohell.info/moodles/junk/...nuandstuff.zip
                (assuming I managed to get file permissions correct first time, anyway).

                Inside are two of purplehaze's original TF particle configs.
                r_particledesc fortressfull; r_particlesystem script
                r_particledesc fortresslite; r_particlesystem script

                Or if you want to customise it a little, I've included some crappy menu and extra nonsense which should allow you to pick the specific effects you want, where haze supplied multiple alternatives (also it includes options from spikeset (which is lame and used to be the old default), and high, just because I can).
                Use this command to access that:
                exec particles/cpartmenu.cfg
                It'll do the rest.

                A word of warning though: As with all things, the engine has changed to add more capabilities and to try to be more sane, but haze's effects targetted an older version which had slightly different defaults and assumptions, and a few effects suffer from that.
                Some Game Thing

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                • #9
                  Oh that's much easier than what I was going to suggest. Guess you don't have to learn how to code an engine after all, DogSpydr66. Psssh, Spike and his stupid helpful information that saves 1000's of hours. {shakes fist at God}
                  http://www.nextgenquake.com

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                  • #10
                    Originally posted by Spike View Post
                    Yeah, sadly haze seems to have vanished off the internet.
                    So after scraping my old harddrive for a little while, I've come up with a zip for you, which you should be able to download from here:
                    http://triptohell.info/moodles/junk/...nuandstuff.zip
                    (assuming I managed to get file permissions correct first time, anyway).

                    Inside are two of purplehaze's original TF particle configs.
                    r_particledesc fortressfull; r_particlesystem script
                    r_particledesc fortresslite; r_particlesystem script

                    Or if you want to customise it a little, I've included some crappy menu and extra nonsense which should allow you to pick the specific effects you want, where haze supplied multiple alternatives (also it includes options from spikeset (which is lame and used to be the old default), and high, just because I can).
                    Use this command to access that:
                    exec particles/cpartmenu.cfg
                    It'll do the rest.

                    A word of warning though: As with all things, the engine has changed to add more capabilities and to try to be more sane, but haze's effects targetted an older version which had slightly different defaults and assumptions, and a few effects suffer from that.
                    Thanks so much Spike,I really like the FTEQW engine alot,I kind of stumbled on to it,when I used it to play the mod Something wicked this way comes,and I have liked it ever since,I am looking foward to future releases,oh one more thing can you have transparent water like in the Darkplaces [email protected],I guess I have to start somewhere,I am slowly,getting around to checking out all the newer quake engines,and FTEQW,and,Darkplaces,are my favorite ones so far.. .
                    Last edited by DogSpydr66; 06-28-2013, 02:21 AM.

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                    • #11
                      for water, tweak r_waterstyle (use the tab-completion to see a description of the cvar's accepted values).
                      Some Game Thing

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                      • #12
                        OK,everything you gave me looks great,so far,having trouble with the water shader,and is there any RL lights for FTEQW similar to Rom?,BTW the Lits are a nice touch too.Thanks again

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                        • #13
                          Originally posted by DogSpydr66 View Post
                          OK,everything you gave me looks great,so far,having trouble with the water shader,and is there any RL lights for FTEQW similar to Rom?,BTW the Lits are a nice touch too.Thanks again
                          Disregard that,about the RL lights,I didn't realise you had them built in,very nice.

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                          • #14
                            FTE supports loading Romi's rtlights by default, if they're available. it'll also generate realtime lights from the light entities in the bsp if there were none loadable from another source. its not always ideal but it generally does the job.
                            you'll need to be a little more verbose about the water shader issue though.
                            Some Game Thing

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                            • #15
                              HI Spike,I just tried out your effects you posted with the june13 64 build of FTEQW,and now I am getting errors at the console something like unable to read textures/particles/smokelite.png unsupported format,can this be fixed?and thats great news that you can use Romi's rtlights.Thanks
                              Last edited by DogSpydr66; 06-29-2013, 04:28 AM.

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