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Postby qbism » Wed Dec 22, 2010 3:44 am

leileilol wrote:Spare the unneccessary sugar-coated brownnosing and hype, I didn't do this for attention and accolades, thanks.

Does that mean the PM'ed feature requests won't be done? No red-cyan 3D? No 7.1 Dolby out?? No HL clone Ipad port???

The red issue is a palette limitation, I'd bet. Red range of palette is saturated. Orangish-red lights might work better. Or... maybe worth considering tweaking palette.lmp a little (gasp!)
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Postby leileilol » Wed Dec 22, 2010 6:37 am

qbism wrote:The red issue is a palette limitation, I'd bet.


It is. If you watch the YPOD segment on Engoo video 2 you'll see much lusher shades of red and orange from a TC that uses the Doom palette.

I'd really would like to see this colored lighting ported into EZQuake, FTEQW, and HoT. I'd do it myself, but MSVC6 is not supported for compiling them. What a shame!

There's something neat about 8-bit colored lighting that makes it appear more gritty and atmospheric more than the usual renderer that turns it out cheesy.

Also: Try vid_stretch_by_2 2 then select 800x600 windowed. :)))))))

Also: I finally realised engqsb.exe is broken completely.
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Postby Dr. Shadowborg » Wed Dec 22, 2010 5:36 pm

leileilol wrote:
Dr. Shadowborg wrote:cl_mirrorweap (or whatever the DP version is) - mirrors weapon model left / right (as a cvar, then code could be made to properly align projectiles)

The weird cvar of aligning projectiles can't be done as it would break compatibility, and be stupid potential cheating anyway. Makaqu gets around by making scr_ofsy 'legal' to use (the dirty 1996 way of handedness).


Didn't quite mean it like that, I was thinking more along the lines of having the QC code do a cvar check for cl_mirrorweap == TRUE, then have the gamecode handle all the projectile aligning. :wink:

leileilol wrote:
Dr. Shadowborg wrote:attn stuff

I'm not a DSP genius, I can't promise any custom low-pass filter. I'd like to have the same too and did think about it though. The least I can probably do is pull a duke - all sounds started underwater having half pitch.


Coooool. :D
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Postby qbism » Wed Dec 22, 2010 6:02 pm

Regarding MSVC6, in those days you could buy a compiler at the shopping mall in a shiny box with gorgeous printed manuals: Borland, MSVC6, and Symantec. The battle of the compilers! I chose Symantec because of it's high review ratings and huge yellow cube. It was a great compiler but as we know now, fell quickly by the wayside. After that I decided not to invest $ in compilers anymore and started porting to LCC-win32.

LCC is a finicky SOB with brutal IDE, but threading code through this needle can shake out bugs. For fun I installed the lastest LCC and partially compiled Engoo, but CodeBlocks+mingw is probably a better free compiler for Quake nowadays. Guessing it falls between LCC and MSVC in terms of strictness.

I compiled Engqsb on mingw with MH vid_win replacement (sorry two variables there...) and the engine crashed on a Cvar_SetValue. Tracking it down.
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Postby leileilol » Wed Dec 22, 2010 6:55 pm

My preference with MSVC6 is because of it's hardcore nativity with Windows. You should try its awesome debugger some day. :D

You have to change all those cvar defining stuffs in that file because QIP uses a new weird cvar system. see the other vid_win file for differences.

BTW I was going to use the MH vid_win but there are no stretched low-res modes, and there's a weird problem with the palette handling/gamma. Ideally, i'd want to use Quake2's vid_win code instead
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Postby Dr. Shadowborg » Wed Dec 22, 2010 7:16 pm

Okay, so yeah...I belatedly realized that schloss came with a .lit file.

I loaded it up in Engoo with the latest (non-public) version of hellsmash, and nearly came. The map is absolutely gorgeous to behold in this engine with colored lighting on. :D

http://tlb.quakedev.com/hsmash/shots/en ... chloss.jpg
http://tlb.quakedev.com/hsmash/shots/en ... loss01.jpg
http://tlb.quakedev.com/hsmash/shots/en ... loss02.jpg
http://tlb.quakedev.com/hsmash/shots/en ... loss03.jpg

The shots don't really portray the awesomeness as much as they should for some reason though. It looks way better ingame.
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Postby mh » Wed Dec 22, 2010 7:27 pm

leileilol wrote:hardcore nativity
Well it may be Christmas but that's going a bit too far! Although it does explain what the donkeys were doing there... :twisted: :lol:
Department of unwanted mental images.

leileilol wrote:You should try its awesome debugger some day. :D
2008 is even better in this regard. :D

leileilol wrote:BTW I was going to use the MH vid_win but there are no stretched low-res modes, and there's a weird problem with the palette handling/gamma. Ideally, i'd want to use Quake2's vid_win code instead
My vid_win (at least the GDI version) is largely based on Q2's, being pretty much a port of Q2's to Quake. The DirectDraw version is my own, and that's the one with the palette problems IIRC.
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Postby leileilol » Thu Dec 23, 2010 3:57 am

Well... quake2 had 320x240 (it's not 320x200 i know). Dunno what's wrong there for not having it if it's a port from Q2....
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Postby qbism » Thu Dec 23, 2010 5:27 am

leileilol wrote:You have to change all those cvar defining stuffs in that file because QIP uses a new weird cvar system. see the other vid_win file for differences.
I got that far. At first it would start up and play the demos, but crash when trying to start a map.

The crash was isolated to this line in host_cmd.c:
Code: Select all
Cvar_Set(sv_entities_temp, sv_entities_temp->string);

After commenting it out, map loaded and could play... until jumping into a liquid... crash. Debugger says it was D_DrawSpans16_C, but seems unrelated.

Theory: There's a cvar that's not getting initialized by Cvar_Get before being used. Certainly could be in the video code, will compare original/new.
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Postby horrorporn » Thu Dec 23, 2010 7:58 am

where's the best place to get the .vis files for the transparent water?
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Postby leileilol » Thu Dec 23, 2010 8:02 am

The packages of Qbism Super Engine 8 and Makaqu's download contains a pak file that has them (and other things like unneccessary v_ replacements)
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Postby Baker » Sat Dec 25, 2010 11:07 pm

MasterSplinter wrote:
leileilol wrote:Spare the unneccessary sugar-coated brownnosing and hype, I didn't do this for attention and accolades, thanks.


tee hee :lol:


Actually it is funny. Too many Christmas parties, too much Egg Nog and holiday glee then kapowie -- I post something rather stupid I only vaguely remember doing and then groan and shake my head. :D Anyways, yeah I don't what I was thinking.

This was a very cool engine release, I like the mix of ideas. A nice diversity of ideas.

I now treat myself to a nice warm cup of stfu which lately I have not clearly not had enough of.
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Postby Baker » Sun Dec 26, 2010 12:11 pm

Ok now seriously ...

First, let me get this out of the way. I apologize for that ultra-stupid post ... I was really ... errr ... well, I don't believe in over-doing it but I had WAYY too much alcohol and had like 3 extremely fortuitous events that day plus someone reminded me of the "console Nexuiz" fiasco and was furious over jackbooted treatment of Assange plus more stuff. I am deeply sorry for my post ... no kidding. And I believe you live with your stupidity as a marker to not do it again, hence I'll leave that idiotic post as-is.

Ok now ...

I really *like* the pitch alteration thing. It got me loading up Audacity, examining your code and looking at some of the inner mysteries of the male/female voice thing.

I swear that the male Quake guy voices turns into a perfect female Quake guy voice equivalent every once in a while.

I thought the colored light didn't always look appropriate, but hey that's 8-bit for you. And no, I'm not brown nosing ... the set of changes you made really kick some ass.

Now I can enjoy my hot cup of stfu as best I can knowing that to the extent possible, I have unidiotified to some degree my previous mega-dumb prior post.

I might also mention, I thought your cvar implementation was cool. The gcc compiler bitches about the silliness of the traditional Quake cvar declaration using constants which it then proceeds to alter which is quite dumb. Maybe that's an old, old gripe but hey I wasn't really around to see such a conversation about that.
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Postby mankrip » Sun Dec 26, 2010 11:06 pm

Don't apologize, it's no big deal.

Being supportive isn't wrong, and requires no explanation.
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Postby qbism » Sun Feb 27, 2011 12:18 am

The lit file is providing R,G,B values for the lightmap. With a 24bit or 32bit color system like FTEQW-SW it's necessary to pass around all those values. But with 8-bit, could that be immediately converted to a color index? Then just the brightness and a color index would be passed around.

Maybe the brightness and color get baked into a single index.

Colored dynamic light would be indexed as well.

Thinking again about red lighting issue, what it really means is that the ideal color is distant in color space from the best available color. In particular, when it comes to mixing red light and yellow/brownish color, the standard palette doesn't have many shades of orange to offer up. I wonder if the lookup table can be "error-diffused"... but may create unwanted radial patterns.
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