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  • #16
    Bump mapping's OK but Tenebrae really overdoes it. We're not just talking about bumps here; we're talking about HUGE GREAT FUCKING CANYONS that you could lose yourself in. Similar to the way early games with coloured lighting overdid it, and give you what looks like garish and cheesy disco lighting.

    Bigger is not always better, and sometimes less is more.

    DP, by the way, can achieve much the same effect with the appriopriate cvars, and recent builds have been doing some really good things with performance. Not quite in you-know-what territory yet (I would have released it ages ago if I thought it was ready, by the way - 1800 FPS in that scene, for the curious), but definitely doing something right and well worth watching for future improvements.
    IT LIVES! http://directq.blogspot.com/

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    • #17
      tenebrae looks good and does some things well

      darkplaces is my choice though after trying out both engines and getting them set up the way i want.

      if you dont like the darkplaces flat look then you can try setting gloss mode 2

      here is an example of my config and setup running darkplaces.

      Comment


      • #18
        Xor,
        Would you mind sharing your config file please?

        Comment


        • #19
          There are a few things I'd like to point out with darkplaces:
          1. the autobuilds are much faster currently than the stable build:
          http://icculus.org/twilight/darkplac...yautobuild.zip - 32bit windows
          http://icculus.org/twilight/darkplac...yautobuild.zip - 64bit windows (no real difference in speed)
          http://icculus.org/twilight/darkplac...eautobuild.zip - all platforms (32bit windows + linux + mac)
          I'm likely to do another stable build sometime soon due to the performance difference if nothing else, there are some unpolished features though (like the software rasterizer is close but not perfect yet).

          2. gl_finish 1 may clear up the input lag, but this lowers fps, stop using buggy input processing applications instead - Logitech keyboard drivers for instance tend to have a process running that handles their extra features, if you kill this process, it behaves perfectly in *all* games, DP is not the only one affected by such input lag.

          3. darkplaces has a -tenebrae commandline option which mostly matches the look (tweaked cvars, some network protocol differences for compatibility, runs tenebrae mod), but it doesn't load the .edo files currently (darkplaces expects entity patches to be named maps/blah.ent not maps/blah.edo.

          4. darkplaces does not attempt to merge nearby lights for more performance, it renders the levels more exactly.

          If anyone wants a serious attempt at matching tenebrae mod compatibility (maps/*.edo file loading for instance, light merging) in DP, I can put more effort into that, the -tenebrae mode was coded up mostly as a joke.

          I was not aware that tenebrae was still in development, the version I have has no weather effects or fog, and no multithreading, nor any water effects.

          Above all, darkplaces tries to match the software Quake "look" at default settings and high framerate is a critical concern in all features in darkplaces, presets can be added in the menu if many people want a particular alternative look.

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          • #20
            I think all Tenebrae work being/been done (Xor's work,and some other guys attempts at getting Reforged working with Teneabrae....) is all user-driven, people demanding Teneabrae as the chosen client, and doing all the work themselves. 2 guys?

            Admirable, but I definately wouldn't place it above DarkPlaces !!! DarkPlaces is 10 fold better, I can post the screenshots to prove it ! (I can effectively turn on all those flashy effects and tackle full blown RTLights, and it be playable). It's awesome for RQ Coop and blasting single player monsters, but thats where I draw the line for eyecandy > performance in multiplayer !

            DarkPlaces FTW! I'm waiting on the next STABLE release, as I have already grabbed a nightly save that Turtlevan pointed me to,that fixed the RQ COOP issue's and now I'm gonna wait it out haha!!

            I dropped Rygel and use Quake Retexture Project now. h_demon.mdl KILLS me in loading time, WTF is this,and any idea what would cause its load time to be mega long (it ranks up there with Crysis2 loadtime,just not quite as long!)

            EDITED:

            I think my large load times are specific to excessive high settings chosen + using reforged/retextured addons, and other goodies.
            Whats your normal load times from clicking the shortcut/exe to having menu access?
            Last edited by Mindf!3ldzX; 04-07-2011, 09:56 PM.
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #21
              Yeah that's the other issue about Tenebrae - it's basically discontinued. Any further updates are "fan edits" really.
              I loved Telejano and Tenebrae shortly after my oldest daughter was born - nearly 6yrs ago. It had the weather effects - did a play through with some maps having fog and others rain. Loved it. However hated the plastic wrap look - but it was the prettiest engine(s).

              On another note. LordHavok - I sent you a email awhile back telling you what code in Mission Pack 2 caused the projectile from the PlasmaGun NOT to fire in Darkplaces and what had to be changed. Is there perhaps a way for you to make a Mission Pack 2 code change that's dependent on it (only changes the code when the mission pack itself is running)? I have a thread in the Releases Forum which fixed that with a modified progs.dat and also added in animation for the gun too (as it wasn't used but the model itself did)

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              • #22
                Originally posted by XoR View Post
                About my file: it's just compiled exe, if it's full of malvare then virtualbox and bunch of av software should take care of it. And it actually work's in VirtualBox (though performance is "suboptimal", but better than original exe anyway...)

                as for source...
                it's here http://quakeone.com/forums/quake-hel...html#post67312

                It's just a matter of proper compilation really I did similar thing like two years ago, fixed vista issue by commenting some command which raised exceptions and compiled with much lower floating point precision, aggressive auto optimization (including SSE2), without debug info and without some exception trapping. I deleted png support so console image is more "classic" now I just thought it'd be nice to contribute
                Your exe has a different checksum from mh's. If it is just mh's, why did you not simply link to it? You made it look like you did some work yourself, if you did then please post the source code of the executable you linked.
                Quake 1 Singleplayer Maps and Mods

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                • #23
                  Woah - if that's the one I put together, then I can let you in on the big secret of what code changes were made to achieve all that greatness.

                  None.
                  None whatsoever.

                  All I did was upgrade the project files to MSVC 2008 and recompile it.
                  IT LIVES! http://directq.blogspot.com/

                  Comment


                  • #24
                    Originally posted by OoPpEe View Post
                    On another note. LordHavok - I sent you a email awhile back telling you what code in Mission Pack 2 caused the projectile from the PlasmaGun NOT to fire in Darkplaces and what had to be changed. Is there perhaps a way for you to make a Mission Pack 2 code change that's dependent on it (only changes the code when the mission pack itself is running)? I have a thread in the Releases Forum which fixed that with a modified progs.dat and also added in animation for the gun too (as it wasn't used but the model itself did)
                    I don't always reply to email, and it tends to accumulate

                    A few cvars to try:
                    sv_gameplayfix_blowupfallenzombies 0
                    sv_gameplayfix_delayprojectiles 0
                    sv_gameplayfix_setmodelrealbox 0
                    sys_ticrate 0.05

                    Let me know if those help, you probably can narrow it down to only some of them being required, if you figure out what is needed I'll integrate it as a fix in future darkplaces releases.

                    If that does not help, more research is needed on the issue...

                    Comment


                    • #25
                      Hello LordHavoc,

                      I am glad you visit this forum again.
                      Many threads here at quakeone.com about DP needs your helping hand.

                      Example here:
                      There is one bug in your build described here.
                      Divverent already knows about it (bta.monster told him).

                      But it is still there in your latest builds.

                      Please take a look at it. It prevents me from using your newer builds.

                      Thank you very much.

                      Kind regards,
                      Seven

                      Comment


                      • #26
                        @LordHavok - sadly none of those worked. Applied in different combinations and restarted the game with each edit and made sure the values stuck each time. No difference.

                        void(vector org, vector dir) launch_plasma =
                        {
                        local entity missile, mpuff;

                        missile = spawn ();
                        missile.owner = self;
                        missile.movetype = MOVETYPE_FLYMISSILE;
                        missile.solid = SOLID_BBOX;
                        missile.classname = "plasma";

                        // set missile speed
                        missile.velocity = dir * 600;
                        missile.avelocity = '300 300 300';
                        missile.angles = vectoangles(missile.velocity);
                        missile.velocity = dir * 0.01;
                        missile.touch = PlasmaTouch;

                        I simply changed that bolded part to:
                        missile.velocity = dir * 600;
                        to match enforcer's laser speed and volia worked. My only guess is the engine is reading the value as 0 due to the result being such a small number?


                        http://quakeone.com/forums/quake-mod...y-updated.html
                        My release thread for the fix. Also added in animation for the plasma gun. That required much code change though. In the download I have the modified QC files and all have "//ooppee" in the areas I've changed.

                        Comment


                        • #27
                          Originally posted by OoPpEe View Post
                          missile.velocity = dir * 0.01;
                          Can you quote other code from that function? Perhaps it's an issue with nextthink or something instead? The cvar sv_gameplayfix_multiplethinksperframe may be involved, it's also possible that sv_gameplayfix_consistentplayerprethink might be involved.

                          Also, how is launch_plasma called? Perhaps it is given large values as input and the 0.01 was intentional?

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                          • #28
                            go go gadget exploding brain!!
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                            Comment


                            • #29
                              Code:
                              void(vector org, vector dir) launch_plasma =
                              {
                              	local entity	missile, mpuff;
                              
                              	missile = spawn ();
                              	missile.owner = self;
                              	missile.movetype = MOVETYPE_FLYMISSILE;
                              	missile.solid = SOLID_BBOX;
                              	missile.classname = "plasma";
                              	
                              // set missile speed
                              //ooppee new code... it was that damn 0.01. I changed it to 600 to match the
                              //enforecers laser speed (as they are basically the same speed) and it worked?
                                  missile.velocity = dir * 600;
                                  missile.avelocity = '300 300 300';
                              	missile.angles = vectoangles(missile.velocity);
                              //ooppee old code below	
                              	//missile.velocity = dir * 0.01;
                              //ooppee end old code
                              	missile.touch = PlasmaTouch;
                              	
                              	setmodel (missile, "progs/plasma.mdl");
                              	setsize (missile, '0 0 0', '0 0 0');		
                              	setorigin (missile, org);
                              
                              	sound (missile, CHAN_WEAPON, "plasma/flight.wav", 1, ATTN_NORM);
                              	if (!deathmatch && !coop)
                              		missile.effects = EF_BRIGHTLIGHT;
                              	
                              // set missile duration
                              	missile.think = PlasmaLaunch;
                              	missile.nextthink = time + 0.1;
                              };
                              It's called in W_FirePlasma. I have Seven's edited firing position (when aimed straight up it didn't fire from the right position. Old code is there for you to see still though).

                              Code:
                              void() W_FirePlasma = 
                              {
                              	local float		cells;
                              	local vector 	dir;
                              	
                              	if (self.ammo_plasma < 1)
                              	{
                              		self.weapon = W_BestWeapon ();
                              		W_SetCurrentAmmo ();
                              		return;
                              	}
                              
                              // explode if under water
                              	if (self.waterlevel > 1)
                              	{
                              		cells = self.ammo_plasma;
                              		self.ammo_plasma = 0;
                              		W_SetCurrentAmmo ();
                              		T_RadiusDamage (self, self, 35*cells, world);
                              		return;
                              	}
                              	self.currentammo = self.ammo_plasma = self.ammo_plasma - 1;
                              	UpdateAmmoCounts (self);
                              	sound (self, CHAN_WEAPON, "plasma/fire.wav", 0.5, ATTN_NORM);
                              	self.punchangle_x = -2;
                              
                              	makevectors (self.v_angle);
                              	dir = aim ( self, 1000 );
                              //launch_plasma (self.origin + v_forward*24 + '0 0 16', dir); //seven's postion fix -ooppee edit out
                              launch_plasma (self.origin + v_forward*24 + self.view_ofs + v_up * -10 , dir); //seven's fix applied
                              };
                              Then lastly called in the Dragon's attacks:

                              Code:
                              // ===========================================
                              // dragon_fireball
                              // ===========================================
                              void() dragon_fireball =
                              {
                                  local float     fireCount;
                                  local vector    org, dir;
                              	local float		distortion;
                              	local float 	fireType;
                              	
                              	sound (self, CHAN_VOICE, "dragon/attack.wav", 1, ATTN_NORM);
                              
                              	makevectors (self.angles);
                                  org = self.origin + v_forward*112 + v_up*32;
                              
                              	if (random() > 0.66)
                              	{
                              		fireCount = 1;
                              		if ( skill > 1)
                              			fireCount = 2;
                              		fireType = FIRE_PLASMA;
                              	}
                              	else
                              	{
                              		fireType = FIRE_FIREBALL;
                              	    fireCount = random() * skill;			// easy 0, med 0-1, hard 0-2	
                                 		fireCount = rint ( fireCount ) + 1;
                              	// easy 1, med 1-2, hard 1-3
                              	}
                              		
                              	while (fireCount > 0)
                              	{
                                      distortion = ( random() - 0.5 ) * 0.25;
                                      dir = normalize ( self.enemy.origin - org );
                                      makevectors (dir);
                                      dir = dir + v_right * distortion;
                              
                               		if (fireType == FIRE_FIREBALL)
                              			launch_fireball(org, dir);
                              		else
                              			launch_plasma(org, dir);
                              
                              		fireCount = fireCount - 1;
                              	}
                              
                              };

                              Comment


                              • #30
                                despite demotivating "Dark Places" offtopic I made even faster version:

                                but here's the catch:
                                CPUs with SSSE3
                                AMD:
                                Bobcat
                                Bulldozer

                                Intel:
                                Xeon 5100 Series
                                Xeon 5300 Series
                                Xeon 3000 Series
                                Core 2 Duo
                                Core 2 Extreme
                                Core 2 Quad
                                Core i7
                                Core i5
                                Core i3
                                Pentium Dual Core (NOT "Pentium D")
                                Celeron 4xx Sequence Conroe-L
                                Celeron Dual Core E1200
                                Celeron M 500 series
                                Atom

                                VIA:
                                Nano


                                All Intel fan enjoy as it is much faster
                                (those are all the same file, download just one)
                                http://www.filefactory.com/file/ca95730/n/Tenebrae.zip

                                and reupload of last file:
                                http://www.filefactory.com/file/ca95...ebrae_sse2.rar

                                it have somewhat faster version but when I tested it on Athlon X2 machine it behaved strangely (eg. with "Force all warer reflective" it was actually slower but on my i3 everything was ok) so try which is better. But if you have SSSE3 then ditch those and use special Intel Edition version
                                Last edited by XoR; 04-09-2011, 12:42 PM.

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