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Super8 test build 267

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  • #31
    Originally posted by qbism View Post
    Baker, thanks for the background on automatic water transparency detection. I've started looking at that in MarkV... not full comprehension, but thinking about implementation. r_novis is a good backup strategy. PRO: simplicity. CON: the user has to remember to turn it on and off.
    I have both. And should have both.

    If I have a map with no underwater transparency available, what if I want transparency available? <--- Keep in mind the automatic underwater transparency won't let me do that! I type r_wateralpha 0.5 and Mark V will refuse because it won't render HOM.

    Well, I have to type "r_novis 1" in the console. ----> Which enables the underwater visibility to be available to the engine ----> which causes the r_wateralpha 0.5 to work.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #32
      r_novis is amazing and essentially no performance hit (except for the transparency blending itself). However, entities are still culled. Maybe extend sv_cullentities to have a value that does no culling.

      I had a crash with r_novis in a bsp2 map, and noticed solid[4096] in R_MarkLeaves. This should be solid[8192] because MAX_MAP_LEAFS is 65535 in bsp2. 65535 >>3 = 8192.

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      • #33
        sv_novis. In Mark V, if you set that to 1 the server will won't use vis information either.

        MH made that cvar in DirectQ to do what you are talking about.

        Mark V happens to have it too. It's about as easy to do as r_novis support.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #34
          I had a crash with r_novis in a bsp2 map, and noticed solid[4096] in R_MarkLeaves. This should be solid[8192] because MAX_MAP_LEAFS is 65535 in bsp2. 65535 >>3 = 8192.
          Interesting.

          Originally posted by qbism View Post
          r_novis is amazing and essentially no performance hit
          For the standard Quake maps, there really isn't a performance hit because those maps are rather blocky and aren't very complex.

          Find a big and complex map and it will be plenty of performance hit.

          Vis makes it so (hopefully) only a small portion of the map needs drawn. If you are in a small enclosed room in huge map, it doesn't need to draw much more than being in a small enclosed room on a small map.

          But with r_novis 1, it'll draw the entire map. For a complex and large map, it will slow things down quite a bit by using it.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #35
            The performance hit in hip1m2 water area tho:

            Imgur: The most awesome images on the Internet

            Gotta be connected to the vis stuff, changing water level probably messes it up badly.

            On a side note: opaque particles option would be really welcome here, transparent particles work poorly with hipnotic forcefields (3rd screenshot).

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            • #36
              Release build:
              https://github.com/qbism/super8/releases/tag/v278

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              • #37
                The readme looks like some nice changes.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #38
                  I miss the nice little touches that pak 88 added like the improved models.

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                  • #39
                    I intend to try http://www.quaketastic.com/files/models/auth_mdl13.zip assembled by NightFright and described here http://quakeone.com/forums/quake-mod...tml#post164095

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                    • #40
                      Build 282

                      Build 282 is released with several bug fixes.
                      https://github.com/qbism/super8/releases

                      Fix EF_ROTATE in demos (rotating pickup items)
                      Fix nolerp list (cvar listing models w/o smooth animation, like flames)
                      Fix crosshair location in menu
                      Set nativeaspect for all modes. In windowed modes, this trades perfect HUD aspect ratio for consistent HUD placement.

                      Originally posted by 1path0gen1 View Post
                      The performance hit in hip1m2 water area tho:

                      Imgur: The most awesome images on the Internet

                      Gotta be connected to the vis stuff, changing water level probably messes it up badly.

                      On a side note: opaque particles option would be really welcome here, transparent particles work poorly with hipnotic forcefields (3rd screenshot).
                      Sorry it took so long to respond to this- can't do much about the performance hit except maybe lower resolution.
                      But for opacity: set cvar r_part_transparent 0
                      Last edited by qbism; 06-06-2016, 01:07 AM.

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                      • #41
                        Better late than never Jeff! Looks good.

                        I like it without the custom weapon models as much as with them. Also to note it stills plays nice in the current release of WINE for me under Linux.
                        Last edited by xaGe; 06-06-2016, 02:35 AM.

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