Well, FitzQuake and RiftQuake don't agree too well. Had to do some narrowing down to find the culprit. Apparently I'm tripping a model precache limit somewhere. RiftQuake uses an insane amount of custom models that DarkPlaces doesn't seem to mind in the least. I'll need to look into this further.
Going to try Quakespasm now.
EDIT: And Quakspasm was a success. A little tweaking in my code and translating my custom stereo sound effects over to mono and it was rocking as good as DP. From my understanding, QuakeSpasm is a derivation of FitzQuake with a few extra features and raised limits, so this made the difference.
However, I'm still having problems with two things:
1) QuakeSpasm does not like my custom .BSP ammo and health models. It's a bit weird. I know the models are precaching and loading just fine. The textures are being recognized from the .BSPs. However, only the fullbrights in the .BSP model textures show up (other colors are flat black) UNLESS the entire map has no light compilation (meaning fullbright everywhere). In this case, the .BSP models appear as normal. Anyone ever deal with this? It's just not adding up. DP doesn't have this problem so I'm looking through the extension QC right now to see if I can figure something out.
2) Quakespasm won't load Player HealthBar pics (like the mini-weapon pics telling you which firearm is currently equipped). I know what the problem is here. I don't have the custom textures packaged within an updated gfx wad. DP doesn't mind this, QuakeSpasm does. I use TexMex for wad editing, and it doesn't like modifying the gfx wad, even with correct picture dimensioning....add this to the list of "here we go again" fixes. Lol.
EDIT2: I narrowed down the .BSP issue to the .BSP files themselves. I loaded both the original id model of the rotten health box as well as the one used in Soul of Evil just to see what would happen. Both loaded fine into the mod. So, I'm wondering what it is about the way my .BSP file compiled that DarkPlaces is ok with and QuakeSpasm is not.
EDIT3: Sorry I keep rambling on. Whenever I hit a bump in the road I obsess over fixing it. Just my nature. Anyway...since I'm dealing with the .BSP problem, I'm thinking I might just kill 2 birds with 1 stone. One feature I wanted to add to RiftQuake was realistic lighting on the ammo/health pick-ups (nothing screams 'fake' like glow-in-the-dark boxes). After I get off work tonight I'm going to see if I can find a way to convert .BSPs over to .MDLs, since .MDLs are not rendered fullbright all around. This would be the easy way. The hard way would be reconstructing .MDLs in Blender and applying the correct textures. One way or another I'll get it done.
@Spike if you're reading this, FTE looks pretty slick. I'm going to add that to the list of engines I want RiftQuake to run smoothly on. Testing/tweaking starts tonight.
So far, the list of target engines is DarkPlaces, QuakeSpasm, and FTE. I would like to get a few more 'faithful' vanilla engines on the list, but due to the increased detail and model calls in RiftQuake, this may prove challenging.
Going to try Quakespasm now.
EDIT: And Quakspasm was a success. A little tweaking in my code and translating my custom stereo sound effects over to mono and it was rocking as good as DP. From my understanding, QuakeSpasm is a derivation of FitzQuake with a few extra features and raised limits, so this made the difference.
However, I'm still having problems with two things:
1) QuakeSpasm does not like my custom .BSP ammo and health models. It's a bit weird. I know the models are precaching and loading just fine. The textures are being recognized from the .BSPs. However, only the fullbrights in the .BSP model textures show up (other colors are flat black) UNLESS the entire map has no light compilation (meaning fullbright everywhere). In this case, the .BSP models appear as normal. Anyone ever deal with this? It's just not adding up. DP doesn't have this problem so I'm looking through the extension QC right now to see if I can figure something out.
2) Quakespasm won't load Player HealthBar pics (like the mini-weapon pics telling you which firearm is currently equipped). I know what the problem is here. I don't have the custom textures packaged within an updated gfx wad. DP doesn't mind this, QuakeSpasm does. I use TexMex for wad editing, and it doesn't like modifying the gfx wad, even with correct picture dimensioning....add this to the list of "here we go again" fixes. Lol.
EDIT2: I narrowed down the .BSP issue to the .BSP files themselves. I loaded both the original id model of the rotten health box as well as the one used in Soul of Evil just to see what would happen. Both loaded fine into the mod. So, I'm wondering what it is about the way my .BSP file compiled that DarkPlaces is ok with and QuakeSpasm is not.
EDIT3: Sorry I keep rambling on. Whenever I hit a bump in the road I obsess over fixing it. Just my nature. Anyway...since I'm dealing with the .BSP problem, I'm thinking I might just kill 2 birds with 1 stone. One feature I wanted to add to RiftQuake was realistic lighting on the ammo/health pick-ups (nothing screams 'fake' like glow-in-the-dark boxes). After I get off work tonight I'm going to see if I can find a way to convert .BSPs over to .MDLs, since .MDLs are not rendered fullbright all around. This would be the easy way. The hard way would be reconstructing .MDLs in Blender and applying the correct textures. One way or another I'll get it done.
@Spike if you're reading this, FTE looks pretty slick. I'm going to add that to the list of engines I want RiftQuake to run smoothly on. Testing/tweaking starts tonight.
So far, the list of target engines is DarkPlaces, QuakeSpasm, and FTE. I would like to get a few more 'faithful' vanilla engines on the list, but due to the increased detail and model calls in RiftQuake, this may prove challenging.
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