1'st beta
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1'st beta
ya so i did a load of work on mh's last engine with bumpmaps.
to bad he abandoned it to do more streamlined quake engines alltho nice for the mapper who likes an unpolluted engine i tried the other way so much of the work that went into his last source has made it to this "far from done so dont shoot me
"
it provides bumpmapping fair and square but without the speed hit from ppl due to rotating lights at the player position with a cubemap
to get the bump effect "gl_dot3bump 3 gives a nice example"
it also provides a simple way to use colored lighting as specular highlights. Missiles etc now have directional colored light.
bloom was planned in this engine but the functions where empty i took a quantum leap and fixed the bloom code from fte so theres no lines stripes or any other oddity but the bloom effect in fact its even better than dp's atm.
as much as i like mh's way of doing things he allmost allways goofs up the texture loaders
i fixed it in the old mh6 well consider it done in mh8 also
qc well i noticed mh was planning to do realtime compilations of qc unfortunatly my main work area is opengl + quirks i dont have a load of experience with the qc code but ahhh hmm all the wm code from bengt jardrups nehquake have been added "scary stuff since i found out he actually made an error xD trying to run a dynamic progs loader through a built in debugger with a fixed size is prone to errors i think thats why he keept the old GetEdictFieldValue to avoid a massive rewrite since doing it with dynamic edicts makes every mod go boom with an error.
plays marcher pretty fine btw
.
looks totally awsome with cutscene mods like zerstoerer
there are some quirks tho and i hope he would like to atleast take a look at it.
like crashing to desktop on some mods "no errors ? i cant even tell what makes it do it the debugger plays fancy on me with empty data"
sometimes it just stalls "endless loop again no error"
i suspect it to be the old 3dhud code new version doesnt need a hack for cutscenes and runs flawlessly removing the hack in the old one crashes it on load on any game even id1.
the truely nice thing is you dont need any external stuff all things like water warp, particles, etc. are are hardcoded into the engine with a resource loader. ofc if you want nicer textures you can allways externals like lits / models / map textures etc.
i even added arb & nvidia fragment shaders for use with heathaze warp effects etc. atm only heathaze is enabled since it uses a dual layer liquid shade effect for water slime etc and it doesnt play nice with the fragment shaders due to state changes "tmu0 tmu1 fragments are on tmu1 but the state change to tmu0 for the second layer goofs it up".
loads more work comming up but job keeps me from keeping a fast pace
.
so if anyone wants a to give it a spin and or can host source + engine let me know i think you might find it real nice loooking
to bad he abandoned it to do more streamlined quake engines alltho nice for the mapper who likes an unpolluted engine i tried the other way so much of the work that went into his last source has made it to this "far from done so dont shoot me
it provides bumpmapping fair and square but without the speed hit from ppl due to rotating lights at the player position with a cubemap
to get the bump effect "gl_dot3bump 3 gives a nice example"
it also provides a simple way to use colored lighting as specular highlights. Missiles etc now have directional colored light.
bloom was planned in this engine but the functions where empty i took a quantum leap and fixed the bloom code from fte so theres no lines stripes or any other oddity but the bloom effect in fact its even better than dp's atm.
as much as i like mh's way of doing things he allmost allways goofs up the texture loaders
qc well i noticed mh was planning to do realtime compilations of qc unfortunatly my main work area is opengl + quirks i dont have a load of experience with the qc code but ahhh hmm all the wm code from bengt jardrups nehquake have been added "scary stuff since i found out he actually made an error xD trying to run a dynamic progs loader through a built in debugger with a fixed size is prone to errors i think thats why he keept the old GetEdictFieldValue to avoid a massive rewrite since doing it with dynamic edicts makes every mod go boom with an error.
plays marcher pretty fine btw
looks totally awsome with cutscene mods like zerstoerer
there are some quirks tho and i hope he would like to atleast take a look at it.
like crashing to desktop on some mods "no errors ? i cant even tell what makes it do it the debugger plays fancy on me with empty data"
sometimes it just stalls "endless loop again no error"
i suspect it to be the old 3dhud code new version doesnt need a hack for cutscenes and runs flawlessly removing the hack in the old one crashes it on load on any game even id1.
the truely nice thing is you dont need any external stuff all things like water warp, particles, etc. are are hardcoded into the engine with a resource loader. ofc if you want nicer textures you can allways externals like lits / models / map textures etc.
i even added arb & nvidia fragment shaders for use with heathaze warp effects etc. atm only heathaze is enabled since it uses a dual layer liquid shade effect for water slime etc and it doesnt play nice with the fragment shaders due to state changes "tmu0 tmu1 fragments are on tmu1 but the state change to tmu0 for the second layer goofs it up".
loads more work comming up but job keeps me from keeping a fast pace
so if anyone wants a to give it a spin and or can host source + engine let me know i think you might find it real nice loooking
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: 1'st beta
Upload to the http://shub-hub.com/ the password is "ilovetheshubhub".
I know I for one would like to check it out.
I know I for one would like to check it out.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
That reminded me of the many-engines days where everyone wasn't using DarkPlaces or a QMB particle engine (or a normal looking engine like FitzQuake).
That was fast and smooth, but I admit I haven't used MHQuake enough to be able to notice for sure all the changes except the liquid effects and the bump mapping.
Something that I was reminded of: the skyscroll is a wonderful effect and what I like the most about it is that the user has difficulty seeing the "seams" of the skybox.
Something REALLY badly needed is someway to have maps specify a few different looks for the sky.
Commonly accepted as "standards" today are:
external texture support, lit support, fog, skybox support
Closer to being accepted:
transparentish glass (.alpha) in brush models
What I think would be great:
1. Qrack's gl_rain in worldspawn
2. The scrolling sky effect, but some way to get some variation so it doesn't always have to have the "overcast" look.
An example of how a partly cloudy day might be able to look for the skyscroll style:
/Yes I started rambling a little.
That was fast and smooth, but I admit I haven't used MHQuake enough to be able to notice for sure all the changes except the liquid effects and the bump mapping.
Something that I was reminded of: the skyscroll is a wonderful effect and what I like the most about it is that the user has difficulty seeing the "seams" of the skybox.
Something REALLY badly needed is someway to have maps specify a few different looks for the sky.
Commonly accepted as "standards" today are:
external texture support, lit support, fog, skybox support
Closer to being accepted:
transparentish glass (.alpha) in brush models
What I think would be great:
1. Qrack's gl_rain in worldspawn
2. The scrolling sky effect, but some way to get some variation so it doesn't always have to have the "overcast" look.
An example of how a partly cloudy day might be able to look for the skyscroll style:
/Yes I started rambling a little.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
was actually intending on adding user sky textures to the skysphere code
a bit ala tenebraes could do with scripts or standard load sky dunno what people would like ?.
ill have a look at qracks rain
more work added allready also models dont use the hunk anymore i load them + textures directly into mem to avoid overflows hunk isnt really suited for handling large stuff anyway.
also some pretty rabid error checking from bengts nehahra engine tbh i wonder why it doesnt crash all the time with all the debug handlers running wild in it xD
ill have a look at qracks rain
more work added allready also models dont use the hunk anymore i load them + textures directly into mem to avoid overflows hunk isnt really suited for handling large stuff anyway.
also some pretty rabid error checking from bengts nehahra engine tbh i wonder why it doesnt crash all the time with all the debug handlers running wild in it xD
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
reckless wrote:skysphere code
I thought maybe it was the skysphere code you talked about several months ago.
It looked like it was rotating and I loaded a few different maps and on many of them it looked like it was just scrolling so I wasn't confident enough to know for certain if this was new/old or the same as Qrack uses.
I don't like the seam in most skyboxed maps so I liked the skysphere a lot.
Lately, I've been thinking about how lame static skyboxes look because they usually don't provide an immersive feeling atmosphere (doubly true where the seam is noticeable) and have been loading different games looking at the sky.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
yep its a bit over the top on speed
try r_skyspeed 5 default is 10
loading a sky into the sphere is a bit different quakes sky doesnt actually have 6 sides rather its a texture with a colorshift for different backgrounds and an alpha channel with a tile texture for sky formations which are scrolled over the above could probably do a a neat sky with extending that with more backgrounds and tiles
loading a sky into the sphere is a bit different quakes sky doesnt actually have 6 sides rather its a texture with a colorshift for different backgrounds and an alpha channel with a tile texture for sky formations which are scrolled over the above could probably do a a neat sky with extending that with more backgrounds and tiles
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
yep they look great
actually after fiddling with the zfail ones i prefer to keep em as they are in it now. the zfail ones kinda makes them look like old style quake skies retro fans might like it but i love the looks of these
oh hehe a lil note if you intend on using the texture packagee for darkplaces "it can load external normalmaps also" but may look a bit dark try gl_doublebright 1 or 2 the engine actually has overbrights
setting it to 2 may be pushing it tho atleast with bloom on it looks totally like an lsd trip xD "oh shinies".
btw i finally hunted the error down but now i need mh :S its the efrags crashing. error was topnode 0x00000 debugger says the expression cant be evaluated. not that weird since its a NULL pointer but now i need some help on finding out where this could possibly be emminating from. possible guess is the autowater trans code ?.
oh hehe a lil note if you intend on using the texture packagee for darkplaces "it can load external normalmaps also" but may look a bit dark try gl_doublebright 1 or 2 the engine actually has overbrights
setting it to 2 may be pushing it tho atleast with bloom on it looks totally like an lsd trip xD "oh shinies".
btw i finally hunted the error down but now i need mh :S its the efrags crashing. error was topnode 0x00000 debugger says the expression cant be evaluated. not that weird since its a NULL pointer but now i need some help on finding out where this could possibly be emminating from. possible guess is the autowater trans code ?.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
LoL did you see the player setup thing? thats awsome you get to see you Quake guy in 3D before you decide on anything
need to add in blood decals like DP's though.
that and a sever list like DP's
but this engine is quickly replacing DP for me... just wish it had a few more options in the list to turn down the bloom a little and stuff like that.
But MHQ is running fairly smooth and looks really pretty just gotta test it online so far.
need to add in blood decals like DP's though.
that and a sever list like DP's
but this engine is quickly replacing DP for me... just wish it had a few more options in the list to turn down the bloom a little and stuff like that.
But MHQ is running fairly smooth and looks really pretty just gotta test it online so far.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
glad you like it
as for bloom well should be a some cvars to fiddle with to get it less noticable
allthough mh's intent was to only do bloom on things like luma or fullbrights the code wasnt in so i had to take one from another engine and fix it up "started of as a quake 2 feature" but does bloom on litterally everything.
well its beta, much of the cvars for the eyecandy will go into the menu
when its done atm im more interrested in getting it stable "still hunting down some weirdness on mods with cutscenes only zerstoerer works it seems every other one i tried locks up the engine.
for the rest it seems to be an efrag problem so might take some before i release the final.
as for bloom well should be a some cvars to fiddle with to get it less noticable
well its beta, much of the cvars for the eyecandy will go into the menu
when its done atm im more interrested in getting it stable "still hunting down some weirdness on mods with cutscenes only zerstoerer works it seems every other one i tried locks up the engine.
for the rest it seems to be an efrag problem so might take some before i release the final.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
you should put up a website, so i can keep track of it
even a freewebs premade would be good enough.
Oh! i also just found out a bug maybe...
when i was testing this in darkplaces it worked basically when i shoot an explosion sprite shows up (explosive shotguns)
but in MH only the particles show.

Oh! i also just found out a bug maybe...
when i was testing this in darkplaces it worked basically when i shoot an explosion sprite shows up (explosive shotguns)
but in MH only the particles show.

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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
might be a dp feature
this one only has a substandard set allthough i added a few extras like showlmp support and alpha entities still a lot of extensions to go.
also working on a derivate of the old tenebrae 1.4 engine which is giving me a headache since i had it working beautifully
then i tried to add colored dynamic lights to it and failed now after rewerting it its broken to a point that im not sure i can fix again. world draws as invisible only platforms and sky are solid :S i suspect i goofed up on the TMUs but i cant for the heck of it find out where sigh.

last screenie from it while it was working[/img]
also working on a derivate of the old tenebrae 1.4 engine which is giving me a headache since i had it working beautifully

last screenie from it while it was working[/img]
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
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