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Posted: Sat Jun 26, 2010 3:06 pm
by Baker
mh wrote:Does anybody aside from you use these regularly these days? :lol: :lol: :lol:
DOSBox compatibility?
MH wrote:[ontopic]It's really kinda weird looking at frame interpolation in software Quake, isn't it?[/ontopic]
It is really strange to see. Stranger that I have it in an engine now (download - r_interpolate_animation 1 to enable).

It should be awesome in FlashQuake, but haven't built that version yet. Either way, thanks a ton, MH ;)

(I need to add transform in so badly now, heh. Tomorrow's fun, no doubt.)

Posted: Sat Jun 26, 2010 3:34 pm
by frag.machine
leileilol wrote:
mh wrote:
Spike wrote:[offtopic]And you might as well implement lightstyle smoothing, if disabled, its only one cvar check per frame, just maybe not default it to enabled. Some people prefer it, but yeah, flickering torches. Or if you like hacks, you could interpolate based on difference between the styles, if its too different, no interpolation. The expense is in the lightmaps, not the actual lightstyle values themselves.[/offtopic]
[offtopic]It occurs to me that many of the lightstyles in Quake are not actually meant to be interpolated. Maybe the slow pulses, yes, but flickering torches and strobes? No way.[/offtopic]
[offtopic]Interpolating lightstyles kill 486s and non-Pentiums, so don't do it![/offtopic]
Yeah, let's stop tinkering and improving Quake gameplay because it won't work in your 486. :roll:

Posted: Sat Jun 26, 2010 4:07 pm
by qbism
It should be awesome in FlashQuake, but haven't built that version yet. Either way, thanks a ton, MH ;)

(I need to add transform in so badly now, heh. Tomorrow's fun, no doubt.)
Could look at ToChris or Makaqu as a guide for porting to ProQ.

Posted: Sat Jun 26, 2010 4:35 pm
by mh
Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake. ;)

Posted: Sat Jun 26, 2010 6:10 pm
by qbism
CL_ClearInterpolation looks especially handy!

Posted: Fri Jul 02, 2010 1:47 am
by Baker
mh wrote:Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake. ;)
Works perfectly. The animations plus the transform are nice as I've ever seen interpolation in a Quake engine.

Posted: Fri Jul 02, 2010 9:06 am
by mh
Baker wrote:
mh wrote:Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake. ;)
Works perfectly. The animations plus the transform are nice as I've ever seen interpolation in a Quake engine.
:D :D :D

Posted: Thu Nov 04, 2010 12:47 pm
by leileilol
IG OT IT WORKING!!!!!!!!!!!! buttttt i cant turn it off without crashing when i use my old functions!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! optionals are best!!!!!!!!!!!!!!!!!!!

Posted: Sun Nov 07, 2010 12:48 am
by Vic
Look into ToChris source for asm implementation (along with C one of course) of quake models animation in the software renderer. Anyway, this was implemented like 7-8(?) years ago so I find it amazing this is still hot news over here.

Posted: Sun Nov 07, 2010 1:04 am
by leileilol
the hot news around software quake these days is because of the quake port to flash though my own motive is just catch up to dp/qsb standards as much as I can in any means possible without compromising quake's quakeness at a default.

sajt's goldquake was the same goal too, then he had that time and connection problem thing. R.I.P GoldQuake :(

Posted: Sun Nov 07, 2010 3:16 am
by qbism
Hi, Vic!

7 or 8 years, you say? That explains it. There was a tutorial on that, but this forum burned to the ground 6 years ago.

Posted: Sun Nov 07, 2010 11:43 am
by Vic
Btw, the thought of reviving ToChris keeps on popping up from time to time :) Maybe I should just proceed with it but there are higher priorities at the moment.

Posted: Tue Nov 09, 2010 3:55 pm
by Baker
leileilol wrote:IG OT IT WORKING!!!!!!!!!!!! buttttt i cant turn it off without crashing when i use my old functions!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! optionals are best!!!!!!!!!!!!!!!!!!!
I added it to ProQuake as an optional cvar driven feature. I figure you are doing something with djgpp though so maybe there is something it hates.

Re: Software Quake MDL Frame Interpolation

Posted: Tue Dec 18, 2012 2:38 am
by leileilol
Finally integrated this into Engoo (for the first time successfully after many failed attempts to get it working with Colored Lighting), but there's strange first-frame artifacts (with rocket launcher especially, which appears like it's firing too late)), and I couldn't cvar the interpolation off.

Re: Software Quake MDL Frame Interpolation

Posted: Tue Dec 18, 2012 4:27 am
by mankrip
leileilol wrote:strange first-frame artifacts (with rocket launcher especially, which appears like it's firing too late))
The renderer has no way to know the initial velocity of any entity, because the network protocol doesn't inform that; just the position. So, all entities's movements only starts to happen on screen on the next frame after they've been spawned. This is very noticeable in the Necropolis demo, when the player fires a grenade at the ogre behind the columns. All projectiles are displayed as if they were frozen in place during their first frame, until an update message is received from the server.

This should happen in most, if not all Quake engines.