What are you working on?
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Re: What are you working on?
Sadly some ati cards simply cannot take this engine
tried it on a 7x series and runs like oil on that but the mobility radeon series has been more than flaky.
While you can use another engine you will have to tune settings a lot to get it as detailed as it can be with my engine
i upped the ante a lot.
Next project will be implementing the glew based renderer on a stock engine but ill keep optimizations to a minimum this time hopefully that will help on those cards.
While you can use another engine you will have to tune settings a lot to get it as detailed as it can be with my engine
Next project will be implementing the glew based renderer on a stock engine but ill keep optimizations to a minimum this time hopefully that will help on those cards.
Productivity is a state of mind.
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revelator - Posts: 2567
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Re: What are you working on?
If you want Doom3 to work on everything, port it to D3D3. Vertex light everything, software process the normal maps to calculate vertex shading values on models, and compromise any special blending and maybe THEN it'll work on a Voodoo2- no wait, a ViRGE........ and a radeonhd 
i should not be here
- leileilol
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Re: What are you working on?
or write a software renderer for it and you can still use normalmaps and everything, and it'll run on anything with only a framebuffer, even dos. yay... :s
- Spike
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Re: What are you working on?
Yeah, the mobility 5xxx is hit-or-miss. And as I understand it, picky about shader syntax.
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qbism - Posts: 1236
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Re: What are you working on?
I can allready get D3 to run on a voodoo2 hehe actually an old hack from before the source was free
looks like crap though.
I been trying to hack together a driver for the older radeons based on AMD's newer drivers so far without success but if i manage to get one running ill tune in
I been trying to hack together a driver for the older radeons based on AMD's newer drivers so far without success but if i manage to get one running ill tune in
Productivity is a state of mind.
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revelator - Posts: 2567
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Re: What are you working on?
Messing around in blender working on some game models for a game I want to make. Some of you may have seen this from #qc. Feedback is always welcome, cheers!
http://www.youtube.com/watch?v=jDmnvaoJ7Q4
http://www.youtube.com/watch?v=jDmnvaoJ7Q4
- Hectate
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Re: What are you working on?
Welcome to I3D! Very Quakish vehicle. Aerial combat game?Hectate wrote:Messing around in blender working on some game models for a game I want to make. Some of you may have seen this from #qc. Feedback is always welcome, cheers!
http://www.youtube.com/watch?v=jDmnvaoJ7Q4
I've smoothed-out most of the colored light blockiness in super8 by averaging and dithering adjacent blocks. This harsh hot-spot makes a good test case

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qbism - Posts: 1236
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Re: What are you working on?
Neat for a software engine
looks quite polished.
Productivity is a state of mind.
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revelator - Posts: 2567
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Re: What are you working on?
Dither spans takes care of that area really well too, though I feel error diffusion dithered spans would be more interesting, like Radeon 7x00 dither!
i should not be here
- leileilol
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Re: What are you working on?
are there any software quake engines with better net code?
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ceriux - Posts: 2223
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Re: What are you working on?
I haven't tried dither spans yet. I suppose error diffusion would be good but slow if it were looking outside the current row. The diffusion in the shot averages color in the four corners of the lighting block with a lookup table, then just cycles through a pseudo-random sequence with another lookup table.leileilol wrote:Dither spans takes care of that area really well too, though I feel error diffusion dithered spans would be more interesting, like Radeon 7x00 dither!
To varying degrees. Nothing inherently prevents net code improvements, but generally has not been a focus lately. Going way back to QIP and ToChris, these already had netcode fixes. BJP WinQuake went further and added extended limits. Not to mention the FTE SW engine (which can even connect to QW servers IIRC). I've used anything forked from Makaqu, bigmap stuff, plus a few newer fixes from this forum, but I do very little multiplayer testing.ceriux wrote:are there any software quake engines with better net code?
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qbism - Posts: 1236
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Re: What are you working on?
qbism wrote:Welcome to I3D! Very Quakish vehicle. Aerial combat game?
Thanks and thanks. My goal is aerial racing, but I wouldn't be surprised (or adverse) to end up with a combat version; either as a side project to share resources or just as one of the steps along the way as I mod.
- Hectate
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Re: What are you working on?
The back of that vehicle reminded me of Skyroads, and the overall shape feels like a clipped up transport shuttle from Star Wars
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- leileilol
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Re: What are you working on?
Skyroads, now that's going back 
Yeah, the characteristic look of a Star Wars shuttle was one of the reasons this doesn't have a vertical fin at the rear, despite the fact that - aerodynamically - it's rather unstable or uncontrollable without it, hah. In theory anyway. It IS a fictional spaceship
Yeah, the characteristic look of a Star Wars shuttle was one of the reasons this doesn't have a vertical fin at the rear, despite the fact that - aerodynamically - it's rather unstable or uncontrollable without it, hah. In theory anyway. It IS a fictional spaceship
- Hectate
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Re: What are you working on?
btw anyone tried running my Doom3 executable without the hd pk4 files ? asking because i noticed what seems to be an error in the arb shaders i supply.
Productivity is a state of mind.
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revelator - Posts: 2567
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