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QRACK v1.80

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  • Ya exactly. Though I'm having to rebuild this version from a backup from 11/22/07 as theres a nasty lil bug somewhere. After playing e1m2 for instance for about 5 minutes I'm getting stuck on stairs and the player model jitters against walls, kinda same when there was a shotgun/stairbug last year. I havent found the culprit so I' m rebuilding from my last stable backup.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • man, well I most definitely wish for the best of luck! that would be a real awesome step up


      PLAY QUAKE DODGEBALL!

      http://www.moddb.com/mods/quake-dodgeball

      Trickle's VWeps

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      • Originally posted by R00k View Post
        .. Though I'm having to rebuild this version from a backup from 11/22/07 as theres a nasty lil bug somewhere...
        Hmm, I think I found it! After all day long combing thru backups and a full pot of coffee and 1 can of cocacola this is the bug..
        if (!TraceLineN(p->endorg, p->org, neworg, vec3_origin)) VectorCopy(p->org, neworg);
        i fixed it by replacing the vec3_origin with VECNULL //vec3_t NULLVEC = {0,0,0};// from an older version. Some how I got a wild hair and changed it to vec3_origin. The bug occurred with spark particles from teleports or shaft or nails. Why this would fubar the players friction against walls and plats and edges im not too sure, maybe LH could explain that. I wonder if vec3_origin is safe in other parts of the code!

        So that weird movement feeling you were having was most like this bug, though I believe this bug was limited to singleplayer games.

        I still feel as if i "trashed my house looking for my keys", and need to go thru the code and make sure i didnt randomly change things

        But, in the end at least it will work
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • r00k, what HUD elements are you using for the weapons and the small ammo images?

          Edit: Damn, you also have a nice scorebar.png and sbar.png. And what ibar.png are you using?
          Last edited by PapaSmurf; 01-16-2008, 12:18 AM.

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          • Originally posted by R00k View Post
            Ah yes that's because the sky polys have been replaced by a sphere that wraps around the entire map. sometimes structures are poked thru, only use-ended workaround is to lower r_farclip value....

            adding sky_solid _alpha is fine but usually doesnt look as cool...

            would be cool to merge skyboxes and skyscroll imho
            To fix that seeing the world through the sky thing:
            1) Render the world normally
            2) Render the maps sky polygons in black with the stencil buffer on
            3) Clear the depth buffer and render your new sky effect only over pixels that have the stencil buffer set

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            • Originally posted by Dr Labman View Post
              To fix that seeing the world through the sky thing:
              1) Render the world normally
              2) Render the maps sky polygons in black with the stencil buffer on
              3) Clear the depth buffer and render your new sky effect only over pixels that have the stencil buffer set
              I'll give that a shot, thanks Labman, though wont shadows will have skyscrolls in them then?
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • Well if you are already using the stencil buffer and don't want to worry about issues with that you could:

                1) Render the sky over the whole screen
                2) Clear the depth buffer
                3) Render the sky polygons from the map as clear with colourmask only rendering the depth
                4) Render the rest of the world

                The drawback with this is that you have a lot of overdraw happening

                To solve the overdraw problem you could use method mh has just posted about and
                1)render the sky polygons as depth only
                2)switch the depth func from a less than or equal to greater than
                3)render your sky might have to fiddle with it if its more than one pass
                4)switch the depth func back to less than or equal
                5)render the sky polygons as depth only again
                6)draw the world as normal

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                • r00k, here are some suggestions to make the console interface a little more userfriendly:

                  1)implement home and end to functionally bring you to the beginning and the end of the console cache, respectively.

                  2)implement capslock and numlock so that they function as expected while typing in the console.

                  thank you, that is all

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                  • oh yeah and debug models have little blocks in them with power up shells on. don't worry, ezQuake is guilty of the same thing. I also like the fact that your engine goes based on whats the strongest power up instead of mixing colors together. but yea, the sky thing is what I care about the most right now. so good luck =]=]
                    Last edited by Trickle; 01-17-2008, 08:11 AM.


                    PLAY QUAKE DODGEBALL!

                    http://www.moddb.com/mods/quake-dodgeball

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                    • I cant see a thing in that image as you are facing a textured wall and your gun is transparent. ...

                      Though I think I know what you are talking about. When items are transparent u can see both sides of the polygons and with they overlap it makes portions darker. I just fixed this using the stencil buffer and it looks 10x better.



                      The powerupshells are transparent and are also effected. So it's fixed now
                      Last edited by R00k; 01-17-2008, 08:56 AM.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • ok, I'll post a better one


                        PLAY QUAKE DODGEBALL!

                        http://www.moddb.com/mods/quake-dodgeball

                        Trickle's VWeps

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                        • alright, check it out on that post =]


                          PLAY QUAKE DODGEBALL!

                          http://www.moddb.com/mods/quake-dodgeball

                          Trickle's VWeps

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                          • Originally posted by R00k View Post
                            I cant see a thing in that image as you are facing a textured wall and your gun is transparent. ...

                            Though I think I know what you are talking about. When items are transparent u can see both sides of the polygons and with they overlap it makes portions darker. I just fixed this using the stencil buffer and it looks 10x better.



                            The powerupshells are transparent and are also effected. So it's fixed now
                            yeah dude, for plague's shotgun it looked like complete crap before. it does on ezquake still. so maybe you can spread the word of the cool new code. good work once again R00k! your my favorite coder, second is cokeman.


                            PLAY QUAKE DODGEBALL!

                            http://www.moddb.com/mods/quake-dodgeball

                            Trickle's VWeps

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                            • is there a way this could be fixed?




                              PLAY QUAKE DODGEBALL!

                              http://www.moddb.com/mods/quake-dodgeball

                              Trickle's VWeps

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                              • that's just how id made the map.. quake is kinda unpolished like that.. pay close attention and u'll find a lot of little "mistakes" in the original id maps.. quake was a rush job and it shows if u start looking for it

                                it cant be fixed unless u remake the map itself i guess..

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