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Realm beta

Postby revelator » Fri Oct 22, 2010 4:27 am

been doing some work on my quake engine Realm.

still a few nasties i need to iron out like underwater fog sometimes going screwy but overall its pretty playable so for those who want to have a look here it is.

ftp://90.184.233.166:21/Realm_2010_22_10.7z source included.

new since last time.

depthsorting entities.
much better content checking (uses a mask feature now).
both sphere and bbox culling.
infinite view frustum.
waterwarps.

old features in case someone didnt know.

pk3 support (compressed also).
caustics.
skyspheres.
bumpmapping (world only atm, rudimentary code for alias models in code).
colored lights.
detail texturing (uses a noise generator as opposed to old way where we overlaid the textures with a noisy image).
lava haze (hard to describe have to look ;) )
Bloom.

Realm does not need any external resources, you can just replace your normal glquake with it and it will happily run.

it does support external textures so if you dont like the ol quake look you can pop in a texturepack.

bumpmapping is generated internally but it supports external _norm textures.

fubared atm.
underwater fog (sometimes the projected fogleaf switches from projecting the fog on the surf and instead onto the entity).

plats are casting shadows (no just no...).
video menu needs a lookover bit broken atm.

warning.
do not start the game with -window if you do the next time you start it normally it will switch to windowed mode and the only way to get it to render fullscreen is deleting config.cfg. (bug after adding fitzquake mode switching).
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Postby Error » Fri Oct 22, 2010 4:34 am

crashes when a level starts right before the console goes up... every map, every time.
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Postby revelator » Fri Oct 22, 2010 5:27 am

hmm no such problems here ? tried doing away with old config.cfgs ? i had some problems with that in the past allthough i newer found out what part exactly caused it.

another thing i can think of is the video driver crashing i use an nvidia card but newer tested it on an ati or intel for that matter.

in that case i foresee i have to rely on peeps with those cards to do some debugging so i can get it fixed.
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Postby revelator » Fri Oct 22, 2010 5:28 am

hmm another spambot sneaked its way in it seems :S
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Postby revelator » Fri Oct 22, 2010 6:28 am

uh btw you need the dll's in the bin directory allthough it shouldnt even start without them.
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Postby goldenboy » Fri Oct 22, 2010 1:54 pm

Are you planning to have Mac/Lin versions at a later point?
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Postby revelator » Fri Oct 22, 2010 2:52 pm

will be the plan aye :)
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Postby revelator » Fri Oct 22, 2010 3:00 pm

linux version should btw be pretty easy as codeblocks also works there ;) the libraries for the dll's on the other hand... well there opensource so should be possible.

might also have to change the directx based sound system to sdl.
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Postby mh » Fri Oct 22, 2010 4:27 pm

Have to say I'm really enjoying seeing the work you're doing with my grotty old code. :D

If you need GLSL shaders for rock solid water and sky warps let me know! ;)
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Postby revelator » Fri Oct 22, 2010 4:40 pm

pleasure :) its quite good even if its a bit dusty.

and GLSL would be nice :D

btw it seems i fixed the fog thingy but hold on guess what it took ?

mh remember the thread with a fix for running out of leafs ? well not only did it fix the flickering surfaces it also fixed the above and a few other weirdies i ran into 8)

heres a test build ftp://90.184.233.166:21/Realm_test.7z

those who have trouble running it can try the above (i changed the extensions check spam into debug printfs).
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Postby revelator » Sat Oct 23, 2010 1:34 pm

getting along nicely but i have one thing id like to fix before im satisfied.

the lava haze works fine but it has a nasty side effect that if youre in a room with a lavasurf above the haze will shine through.

its much the same problem we get with particles if we fire a grenade onto a surf above us the explosion shines trough the floor.

i guess to get it correct ill have to check it against the visible leafs and if solid cull it away ?
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Postby revelator » Sun Oct 24, 2010 7:57 am

list of problems i would be happy getting a hand fixing.

descent: does'nt crash but gets stuck after the loading animation can play it just fine if loading the maps.

sds: weird one as i can play hipnotic just fine but the sds demo crashes in the map with the lightning generator.

bastion of the underworld: no crashes but the lava surfs go all screwy (seems to be a problem with vissing the map as the unvised map shows no such problem).
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Postby revelator » Sun Oct 24, 2010 6:48 pm

ok one more squashed.

i know mh had his doubts about culling the lava haze, i suspect he was afraid of uncertain side effects. the downside was that the haze would shine through solids if there was a lavasurf even if it was not visible.

after fighting with different options to try and get it to accept not drawing through solids i decided to try culling the surfs directly, and it actually worked.

theres a bit of a delay before the culling kicks in and blocks the haze
that is most likely because im culling every single function involved in the lava haze (its actually 4-5 different functions) and culling in all of them might be overkill but atleast i now know it works and can work from that.
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Postby scar3crow » Sun Oct 24, 2010 8:05 pm

lava haze (hard to describe have to look)

I would describe it as ascending orange hued steam/smoke particles with a short lifespan. I imagine it would work well over larger expanses of lava (like The Lava Grounds in Beyond Belief, or many of Hexen's maps), but it looked a tad silly because of how active it was on the Hard hall in Start.
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Postby revelator » Mon Oct 25, 2010 6:24 am

nice description :)

after i culled it its a bit less obtrusive in maps with small lava patches.
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