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Re: What are you working on?

Postby revelator » Wed Mar 13, 2013 8:55 am

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.
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Re: What are you working on?

Postby leileilol » Wed Mar 13, 2013 9:04 am

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 :twisted:
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Re: What are you working on?

Postby Spike » Wed Mar 13, 2013 10:26 am

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
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Re: What are you working on?

Postby qbism » Wed Mar 13, 2013 5:04 pm

Yeah, the mobility 5xxx is hit-or-miss. And as I understand it, picky about shader syntax.
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Re: What are you working on?

Postby revelator » Wed Mar 13, 2013 11:58 pm

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 :)
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Re: What are you working on?

Postby Hectate » Thu Mar 14, 2013 1:53 pm

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
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Re: What are you working on?

Postby qbism » Fri Mar 15, 2013 4:13 am

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
Welcome to I3D! Very Quakish vehicle. Aerial combat game?

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 caseImage
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Re: What are you working on?

Postby revelator » Fri Mar 15, 2013 8:21 am

Neat for a software engine :) looks quite polished.
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Re: What are you working on?

Postby leileilol » Fri Mar 15, 2013 11:12 am

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!
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Re: What are you working on?

Postby ceriux » Fri Mar 15, 2013 1:26 pm

are there any software quake engines with better net code?
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Re: What are you working on?

Postby qbism » Fri Mar 15, 2013 5:05 pm

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!
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.

ceriux wrote:are there any software quake engines with better net code?
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.
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Re: What are you working on?

Postby Hectate » Fri Mar 15, 2013 9:11 pm

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.
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Re: What are you working on?

Postby leileilol » Fri Mar 15, 2013 9:41 pm

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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Re: What are you working on?

Postby Hectate » Sat Mar 16, 2013 7:22 am

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 :lol:
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Re: What are you working on?

Postby revelator » Tue Mar 19, 2013 12:28 pm

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.
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