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  • #61
    Hello LordHavoc,

    I can confirm, that the autobuild from 2011-06-28 9:11 o�clock
    has fully support for offsetmapping again.

    Furthermore, the default offset behaviour is identical to 3rd february 2011 build:
    If there is no external normal available, Darkplaces will not emulate one.

    Model textures are not affected by offsetmapping.


    Thank you VERY much LordHavoc !


    Unfortunately performance-wise this new build is worse than 3rd february 2011 build.
    But hey, that is OK. We cannot have everything at once.


    Kind regards,
    Seven

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    • #62
      Can confirm Seven's findings. Don't know whether models should have offsetmapping or not (Quake Reforged provides normal maps for the skins, but I didn't notice them so much anyway). Otherwise, normalmaps look as their name implies once more - normal. Thanks for fixing this, and hopefully it won't break again. ^^
      Authentic Models Pack
      OriOn's ID1 Model Fixes for MP1+2
      LIT/VIS files for Quake addons

      Comment


      • #63
        Dear all,

        due to the fact, that since middle of september 2011 some major things have changed in DarkPlaces builds, I would like to upload some builds for you.

        Of course I want to point this out:
        This is only for those people who have their issues with the newer DP builds.
        I dont want to judge DP builds in any way.
        DarkPlaces is getting very actively developed and that is a GOOD thing.

        Since middle of september 2011 �til today these things have changed:
        - particle effect system has been changed (example: rocket trails leave less particles)
        - HDR has been disabled
        - shader system has been changed (some mods dont work anymore)
        - collected runes are not displayed in HUD anymore
        - fps performance is reduced
        (keep in mind if you compare 2 builds, to turn off HDR in the other build as well)


        Based on my comparism, these DP builds have the best performance and mentioned features:
        dark_places_engine_autobuild20110820 (Windows/Linux/Mac OpenGL build)
        dark_places_engine_autobuild20110906 (Windows 64 OpenGL build)


        There is only 1 DarkPlaces build with even better performance.
        The one from 3rd february 2011.
        The only negative thing about that one is:
        - still uses "older" offsetmapping visual (which looks a bit worse)
        - is more sensitive to rain effect leaks (only noticable when you use weather .ent files for your maps)
        - has no support for 'DP_ENT_TRAILEFFECTNUM' (needed for some custom particle effect mods)
        dark_places_engine_autobuild20110203.zip (Windows/Linux/Mac OpenGL build)


        Again: Who am I to judge DarkPlaces ?
        This is not what I want to do.
        It is just for those people, who may want the previous conditions and better fps.

        Kind regards,
        Seven

        Comment


        • #64
          In my case, the build with the best perfomance is darkplacesengine20110628 (latest stable release on Lord Havoc's site).
          It looks almost the same (if different) as the ones you post Seven, that lag a lot in my pc.
          Maybe it's my config, I don't know (I have disabled bloom effects in the one I mention).
          Sorry if my english isn't clear, is not my native languaje.

          Comment


          • #65
            Hello Arioch,

            The "stable" darkplacesengine20110628 has NO offsetmapping.
            If that matters for you.
            And I *guess* that is exactly the reason why the other builds "lag" for you.
            Because you have offsetmapping enabled in your config.
            But the "stable" version ignores it (cause it is decatived in the engine).
            Sure, offsetmapping will reduce your fps.
            So be sure that you compare the same conditions when comparing 2 DP builds.

            Most important is, that you are happy with the one that you use.
            I only created that post above because people constantly asked about it.
            And until now, the above mentioned builds helped them.

            Best wishes,
            Seven
            Last edited by Seven; 12-01-2011, 12:09 AM.

            Comment


            • #66
              Damn, you're right
              I didn't notice the thing about the offset, maybe 'cause I'm really pleased with my Quake now


              Regards.
              Sorry if my english isn't clear, is not my native languaje.

              Comment


              • #67
                I've got some questions to LordHavoc:
                - are you going to add underwater caustics and underwater view distortions? I miss these things, especially because both they were in original game.
                - is it possible to add lightshafting on the fog and particles? It would be a nice visual enhancement.
                - and the same question about depth of field option. It adds realism to game picture. How about it?

                Thank you very much for your incredible engine, Lord Havoc!
                And merry Christmas to everyone in this thread! I mean, Orthodox Christmas

                Comment


                • #68
                  Hello,
                  please read the very interesting discussion between LordHavoc and MH on the 1st topic here.
                  The other 2 topics I dont understand what you mean.
                  Seven

                  Comment


                  • #69
                    Thanks for this discussion, Seven, I'm currently reading it.

                    Second topic - lightshafting - is about ligtbeams. This feature allows engine to dissipate light on fog, so lightbeams are then drawn by engine (and there would be no need to make lightbeam entities manually as it did in "Reflecting overload" mod). And such lightbemas look way better than fake volumetric ones.

                    Third one is standart visual effect. It is explained very well in wiki, for example.
                    Depth of field - Wikipedia, the free encyclopedia
                    It is seen in Crysis and many other games.

                    Sorry for my english, maybe it is the root of your misunderstanding.
                    Last edited by FC Zvyozdochka; 01-10-2012, 09:18 AM.

                    Comment


                    • #70
                      Why does latest stable DP release (06-28-2011) have no offset mapping ?

                      Hello,
                      it's been a while since last time I logged in here.
                      I wanted to use the QRP with the latest stable release of darkplaces (06-28-2011) by LordHavoc (my current god), so I tried any possible way to turn offset mapping on in DP.
                      Then I read the following by Seven in this thread

                      Originally posted by Seven View Post
                      The "stable" darkplacesengine20110628 has NO offsetmapping. [...] the "stable" version ignores it (cause it is decatived in the engine).
                      I must be missing some fundamental reason due to my epic noobness, but why on earth did LH disable offset mapping in a stable release ?
                      Isn't even possible to activate it through some cvar or command or any other way ??

                      I found this to be a little inconsistent with what stated by Seven himself a bit earlier in this same thread:
                      Originally posted by Seven View Post
                      Hello LordHavoc,

                      I can confirm, that the autobuild from 2011-06-28 9:11 o�clock
                      has fully support for offsetmapping again.

                      Furthermore, the default offset behaviour is identical to 3rd february 2011 build:
                      If there is no external normal available, Darkplaces will not emulate one.
                      and also confirmed by Nightfright:
                      Originally posted by NightFright View Post
                      Can confirm Seven's findings. Don't know whether models should have offsetmapping or not (Quake Reforged provides normal maps for the skins, but I didn't notice them so much anyway). Otherwise, normalmaps look as their name implies once more - normal. Thanks for fixing this, and hopefully it won't break again. ^^
                      My questions:
                      1) Is Offsetmapping definitely and irremediably off in the latest stable release ?
                      2) IF (1) is false and it's true that DP correctly shows offsetmapping only for external normalmaps, then why adding the two (QRP standard and normalmap) textures' pk3 files to ./id1 dir will not work ?
                      Last edited by psiomega; 04-07-2012, 01:15 PM.

                      Comment


                      • #71
                        Hello psiomega,

                        You must read more carefully

                        The last stable DP build is from 20110628.
                        Offsetmaping is deactivated in this build !
                        (no chance to activate it).

                        The autobuild, that was released a couple of hours later on 20110628 has offsetmapping.
                        If you read some pages back, you will find a note from what day on LH deactivated it (and also the reason for it).

                        If you (for whatever reason) want to use the stable build, you do not need to implement QRP normals (or any other normals) in your ID1 folder. DP will not / cannot use it.
                        I suggest to use a build that is linked in above post #63.
                        You will have no disadvantage by using it (the opposite is the case).


                        You asked:
                        "...why on earth did LH disable offsetmapping in a stable release ?"
                        The stable releases are noting "special". The beta�s are as stable as the stable release.
                        Even most of the autobuilds are as stable as it.
                        Dont let the naming confuse you.

                        LordHavoc and friends are developing this engine very actively.
                        Like all the other different engine-devs.

                        Have fun,
                        Seven

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